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Question by migueeel · Jun 13, 2017 at 05:29 PM · camerafpsmovement script

FPS movement script moves up/down when aiming up/down?

(couldn't think of a good title)

So, I'm trying to make a FPS script for a LAND character, that shouldn't fly, but when I look straight to the ground or to the air, my char moves in the Y axis instead of "forward". I guess the problem is that the transform is rotating and thus forward becomes up or down, but I don't know how to stop that.

Movement Code:

     void FixedUpdate()
     {
         float h = Input.GetAxisRaw("Horizontal");
         float v = Input.GetAxisRaw("Vertical");
 
         Move(h, v);
         //Turning();
         Animation(h, v);
     }
 
     void Move(float h, float v)
     {
         moveforth = transform.forward * v;
         moveside = transform.right * h;
 
         movement = moveforth + moveside;
 
         movement = movement.normalized * speed * Time.deltaTime;
 
         rb.MovePosition(transform.position +movement);
     }
 

Camera Code:

     public class MouselookCopypasta : 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;
         Quaternion originalRotation;
     
         void Start()
         {
     
             Rigidbody rigidbody = GetComponent<Rigidbody>();
     
             // Make the rigid body not change rotation
             if (rigidbody)
             {
                 rigidbody.freezeRotation = true; 
             }
     
             originalRotation = transform.localRotation;
         }
     
         void Update()
         {
             if (axes == RotationAxes.MouseXAndY)
             {
                 // Read the mouse input axis
                 rotationX += Input.GetAxis("Mouse X") * sensitivityX;
                 rotationY += Input.GetAxis("Mouse Y") * sensitivityY;
                 rotationX = ClampAngle(rotationX, minimumX, maximumX);
                 rotationY = ClampAngle(rotationY, minimumY, maximumY);
                 Quaternion xQuaternion = Quaternion.AngleAxis(rotationX, Vector3.up);
                 Quaternion yQuaternion = Quaternion.AngleAxis(rotationY, -Vector3.right);
                 transform.localRotation = originalRotation * xQuaternion * yQuaternion;
             }
         }
     
         public static float ClampAngle(float angle, float min, float max)
         {
             if (angle < -360F)
             {
                 angle += 360F;
             }
             if (angle > 360F)
             {
                 angle -= 360F;
             }
             return Mathf.Clamp(angle, min, max);
         }
     }
 
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