Wayback Machinekoobas.hobune.stream
May JUN Jul
Previous capture 12 Next capture
2021 2022 2023
1 capture
12 Jun 22 - 12 Jun 22
sparklines
Close Help
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
  • Asset Store
  • Get Unity

UNITY ACCOUNT

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account
  • Blog
  • Forums
  • Answers
  • Evangelists
  • User Groups
  • Beta Program
  • Advisory Panel

Navigation

  • Home
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
    • Blog
    • Forums
    • Answers
    • Evangelists
    • User Groups
    • Beta Program
    • Advisory Panel

Unity account

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account

Language

  • Chinese
  • Spanish
  • Japanese
  • Korean
  • Portuguese
  • Ask a question
  • Spaces
    • Default
    • Help Room
    • META
    • Moderators
    • Topics
    • Questions
    • Users
    • Badges
  • Home /
avatar image
1
Question by $$anonymous$$ · Nov 29, 2015 at 09:55 AM · c#movement script

Dynamic Vector3 axes

Hi! Recently I have been starting on a 3rd person RPG, however my movement doesn't seem to be working as intended. As it successfully rotates on button press, however forward and backward it doesn't move forward in line with the cube. Basically if I rotated the cube to 45° and pressed W, it would move 0° forward not 45°. Thank you in advance! -Azza

 using UnityEngine;
 using System.Collections;
 
 public class MoveMe : MonoBehaviour {
 
 
     //X is rotation, Y is forward/backward
     private float hInput, vInput;
 
     private GameObject playerObject;
 
     public float rotateSmooth, velocitySmooth;
     // Use this for initialization
     void Start () {
     }
     
     void FixedUpdate()
     {
         //Cache input
         hInput = Input.GetAxisRaw("Horizontal");
         vInput = Input.GetAxisRaw("Vertical");
         Movement(hInput, vInput);
 
     }
 
     void Movement(float hInput, float vInput)
     {
         if (hInput != 0f || vInput != 0f)
         {
             Rotate(hInput);
             Movement(vInput);
         }
 
     }
 
     void Movement(float vInput)
     {
         if(vInput == 1f)
         {
             //Move forward
             GetComponent<Rigidbody>().AddForce(Vector3.forward * velocitySmooth * Time.deltaTime, ForceMode.VelocityChange);
         }
         if(vInput == -1f)
         {
             GetComponent<Rigidbody>().AddForce(Vector3.forward * velocitySmooth * Time.deltaTime, ForceMode.VelocityChange);
         }
     }
 
     void Rotate(float Input)
     {
         //If rotating left
         if (hInput == -1f)
         {
             transform.Rotate(-Vector3.up * rotateSmooth * Time.deltaTime);
         }
         if (hInput == 1f)
         {
             transform.Rotate(Vector3.up * rotateSmooth * Time.deltaTime);
         }
     }
 }
 
Comment
Add comment
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

1 Reply

· Add your reply
  • Sort: 
avatar image
2
Best Answer

Answer by OncaLupe · Nov 29, 2015 at 09:32 PM

You can use transform.forward to get the local +Z axis for use in the AddForce() method. Since you're running this through the FixedUpdate method, you should be using Time.fixedDeltaTime which tracks the time between FixedUpdates. Time.deltaTime tracks time between normal Updates.

Also, you should cache the Rigidbody instead of using GetComponent all the time. GetComponent is a slow operation.

 Rigidbody myRigidbody;
 
 void Awake()
 {
      myRigidbody = GetComponent<Rigidbody>();
 }
 
 void Movement(float vInput)
 {
      //Stuff
      myRigidbody.AddForce(transform.forward * velocitySmooth * Time.fixedDeltaTime, ForceMode.VelocityChange);
 }
Comment
Add comment · Show 1 · Share
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users
avatar image Bunny83 · Nov 30, 2015 at 04:45 AM 0
Share

Time.deltaTime will return the value of Time.fixedDeltaTime when read from inside FixedUpdate. deltaTime is a property and Unity adjusts the value accordingly.

Your answer

Hint: You can notify a user about this post by typing @username

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Follow this Question

Answers Answers and Comments

5 People are following this question.

avatar image avatar image avatar image avatar image avatar image

Related Questions

Multiple Cars not working 1 Answer

Distribute terrain in zones 3 Answers

Player Movement Help 0 Answers

Illuminating a 3D object's edges OnMouseOver (script in c#)? 1 Answer

Movement of increased certain speed type not registering. 0 Answers


Enterprise
Social Q&A

Social
Subscribe on YouTube social-youtube Follow on LinkedIn social-linkedin Follow on Twitter social-twitter Follow on Facebook social-facebook Follow on Instagram social-instagram

Footer

  • Purchase
    • Products
    • Subscription
    • Asset Store
    • Unity Gear
    • Resellers
  • Education
    • Students
    • Educators
    • Certification
    • Learn
    • Center of Excellence
  • Download
    • Unity
    • Beta Program
  • Unity Labs
    • Labs
    • Publications
  • Resources
    • Learn platform
    • Community
    • Documentation
    • Unity QA
    • FAQ
    • Services Status
    • Connect
  • About Unity
    • About Us
    • Blog
    • Events
    • Careers
    • Contact
    • Press
    • Partners
    • Affiliates
    • Security
Copyright © 2020 Unity Technologies
  • Legal
  • Privacy Policy
  • Cookies
  • Do Not Sell My Personal Information
  • Cookies Settings
"Unity", Unity logos, and other Unity trademarks are trademarks or registered trademarks of Unity Technologies or its affiliates in the U.S. and elsewhere (more info here). Other names or brands are trademarks of their respective owners.
  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges