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This question was closed Jun 08, 2019 at 10:01 AM by patryksz14 for the following reason:

Problem is not reproducible or outdated

avatar image
1
Question by patryksz14 · Jun 08, 2019 at 08:13 AM · rotationmovementplayer

Why my player don't go forward?

I'm a very beginner with unity, so when I started to do player movement, I join two scripts, for movement (Character Controller) and camera rotation by mouse:

 CharacterController characterController;
     public Vector3 moveDirection=Vector3.zero;
     public float speed = 6.0f;
     public float jumpSpeed = 8.0f;
     public float gravity = 20.0f;
     public Camera cam;
     private float x;
     private float y;
     private Vector3 rotateValue;
 
    
 
     void Start()
     {
         characterController = GetComponent<CharacterController>();
     }
 
     void Update()
     {
         if (characterController.isGrounded)
         {
             
             // We are grounded, so recalculate
             // move direction directly from axes
 
             moveDirection = new Vector3(Input.GetAxis("Horizontal"), 0.0f, Input.GetAxis("Vertical"));
             moveDirection *= speed;
 
             if (Input.GetButton("Jump"))
             {
                 moveDirection.y = jumpSpeed;
             }
         }
 
         // Apply gravity. Gravity is multiplied by deltaTime twice (once here, and once below
         // when the moveDirection is multiplied by deltaTime). This is because gravity should be applied
         // as an acceleration (ms^-2)
         moveDirection.y -= gravity * Time.deltaTime;
 
         // Move the controller
         characterController.Move(moveDirection * Time.deltaTime);
         CameraRotation();
     }
     void CameraRotation()
     {
         y = Input.GetAxis("Mouse X");
         x = Input.GetAxis("Mouse Y");
         Debug.Log(x + ":" + y);
         rotateValue = new Vector3(x, y * -1, 0);
         transform.eulerAngles = transform.eulerAngles - rotateValue;
     }

And it works, but there is one problem. When I try to go forward where my camera is turned, my player is going forward, where my y rotation is 0. How I can fix that?

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avatar image SavaTim · Jun 12, 2019 at 10:47 PM 0
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Vector3 direct = cam.TransformDirection(moveDirection); characterController.$$anonymous$$ove(direct Time.deltaTime Speed*moveDirection.normalized.magnitude);

No se puede rodear el CharacterController hay que dar el direction

$$anonymous$$ira eso------------ https://youtu.be/dyADyehQ41Q

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