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Question by RedleaderDietrich · Jul 20, 2020 at 11:47 PM · camera-movementcamera rotatecamera-lookcodepage

How do I get my forward movement to match with the direction of my camera?

I'm trying to make my forward movement/W movement match with the forward direction of my camera. using System.Collections; using System.Collections.Generic; using UnityEngine;

 //My Movement Controller
 
 public class MovementController : MonoBehaviour
 {
     CharacterController characterController;
     public float MovementSpeed =1;
     public float Gravity = 9.8f;
     private float velocity = 0;
  
     private void Start()
     {
         characterController = GetComponent<CharacterController>();
     }
  
     void Update()
     {
         // player movement - forward, backward, left, right
         float horizontal = Input.GetAxis("Horizontal") * MovementSpeed;
         float vertical = Input.GetAxis("Vertical") * MovementSpeed;
         characterController.Move((Vector3.right * horizontal + Vector3.forward * vertical) * Time.deltaTime);
  
         // Gravity
         if(characterController.isGrounded)
         {
             velocity = 0;
         }
         else
         {
             velocity -= Gravity * Time.deltaTime;
             characterController.Move(new Vector3(0, velocity, 0));
         }
     }
 }
 
 using UnityEngine;
 using System.Collections;
 using System.Collections.Generic;
 
 //My mouse control
 
 [AddComponentMenu("Camera-Control/Smooth Mouse Look")]
 public class MouseLook : MonoBehaviour {
  
     public enum RotationAxes { MouseXAndY = 0, MouseX = 1, MouseY = 2 }
     public RotationAxes axes = RotationAxes.MouseXAndY;
     public float sensitivityX = 15F;
     public float sensitivityY = 15F;
     public float minimumX = -360F;
     public float maximumX = 360F;
     public float minimumY = -60F;
     public float maximumY = 60F;
     float rotationX = 0F;
     float rotationY = 0F;
     private List<float> rotArrayX = new List<float>();
     float rotAverageX = 0F;
     private List<float> rotArrayY = new List<float>();
     float rotAverageY = 0F;
     public float frameCounter = 20;
     Quaternion originalRotation;
     void Update ()
     {
         if (axes == RotationAxes.MouseXAndY)
         {
             //Resets the average rotation
             rotAverageY = 0f;
             rotAverageX = 0f;
        
             //Gets rotational input from the mouse
             rotationY += Input.GetAxis("Mouse Y") * sensitivityY;
             rotationX += Input.GetAxis("Mouse X") * sensitivityX;
        
             //Adds the rotation values to their relative array
             rotArrayY.Add(rotationY);
             rotArrayX.Add(rotationX);
        
             //If the arrays length is bigger or equal to the value of frameCounter remove the first value in the array
             if (rotArrayY.Count >= frameCounter) {
                 rotArrayY.RemoveAt(0);
             }
             if (rotArrayX.Count >= frameCounter) {
                 rotArrayX.RemoveAt(0);
             }
        
             //Adding up all the rotational input values from each array
             for(int j = 0; j < rotArrayY.Count; j++) {
                 rotAverageY += rotArrayY[j];
             }
             for(int i = 0; i < rotArrayX.Count; i++) {
                 rotAverageX += rotArrayX[i];
             }
        
             //Standard maths to find the average
             rotAverageY /= rotArrayY.Count;
             rotAverageX /= rotArrayX.Count;
        
             //Clamp the rotation average to be within a specific value range
             rotAverageY = ClampAngle (rotAverageY, minimumY, maximumY);
             rotAverageX = ClampAngle (rotAverageX, minimumX, maximumX);
        
             //Get the rotation you will be at next as a Quaternion
             Quaternion yQuaternion = Quaternion.AngleAxis (rotAverageY, Vector3.left);
             Quaternion xQuaternion = Quaternion.AngleAxis (rotAverageX, Vector3.up);
        
             //Rotate
             transform.localRotation = originalRotation * xQuaternion * yQuaternion;
         }
         else if (axes == RotationAxes.MouseX)
         {        
             rotAverageX = 0f;
             rotationX += Input.GetAxis("Mouse X") * sensitivityX;
             rotArrayX.Add(rotationX);
             if (rotArrayX.Count >= frameCounter) {
                 rotArrayX.RemoveAt(0);
             }
             for(int i = 0; i < rotArrayX.Count; i++) {
                 rotAverageX += rotArrayX[i];
             }
             rotAverageX /= rotArrayX.Count;
             rotAverageX = ClampAngle (rotAverageX, minimumX, maximumX);
             Quaternion xQuaternion = Quaternion.AngleAxis (rotAverageX, Vector3.up);
             transform.localRotation = originalRotation * xQuaternion;        
         }
         else
         {        
             rotAverageY = 0f;
             rotationY += Input.GetAxis("Mouse Y") * sensitivityY;
             rotArrayY.Add(rotationY);
             if (rotArrayY.Count >= frameCounter) {
                 rotArrayY.RemoveAt(0);
             }
             for(int j = 0; j < rotArrayY.Count; j++) {
                 rotAverageY += rotArrayY[j];
             }
             rotAverageY /= rotArrayY.Count;
             rotAverageY = ClampAngle (rotAverageY, minimumY, maximumY);
             Quaternion yQuaternion = Quaternion.AngleAxis (rotAverageY, Vector3.left);
             transform.localRotation = originalRotation * yQuaternion;
         }
     }
     void Start ()
     {    
                 Rigidbody rb = GetComponent<Rigidbody>();
         if (rb)
             rb.freezeRotation = true;
         originalRotation = transform.localRotation;
     }
     public static float ClampAngle (float angle, float min, float max)
     {
         angle = angle % 360;
         if ((angle >= -360F) && (angle <= 360F)) {
             if (angle < -360F) {
                 angle += 360F;
             }
             if (angle > 360F) {
                 angle -= 360F;
             }        
         }
         return Mathf.Clamp (angle, min, max);
     }    }
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Answer by Zoedingl · Jul 21, 2020 at 02:42 PM

You must get a reference to the cameras transform. The transform has a Vector3 "forward", which is the forward direction from the camera. This is what you need to use.

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