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Question by TheGreenShadow · Oct 11, 2017 at 07:11 AM · c#movement3rd person camera

Player rotating and moving towards camera direction in 3rd person view.

So recently, I've started with unity. I am kind of new to how 3d scripts work, and I am not able to write my code without someones help. I've been searching a lot on the unity forums, and on youtube but found no answer to my problem. So basically I have this code for my camera:

using System.Collections; using System.Collections.Generic; using UnityEngine;

public class CameraFollow : MonoBehaviour {

 public float CameraMoveSpeed = 120.0f;
 public GameObject CameraFollowObj;
 Vector3 followPOS;
 public float clampAngle = 80.0f;
 public float inputSensitivity = 150.0f;
 public GameObject CameraObj;
 public GameObject PlayerObj;
 public float camDistanceXToPlayer;
 public float camDistanceYToPlayer;
 public float camDistanceZToPlayer;
 public float mouseX;
 public float mouseY;
 public float finalInputX;
 public float finalInputZ;
 public float smoothx;
 public float smoothy;
 private float rotY = 0.0f;
 private float rotX = 0.0f;

 void Start() 
 {
     Vector3 rot = transform.localRotation.eulerAngles;
     rotY = rot.y;
     rotX = rot.x;
     Cursor.lockState = CursorLockMode.Locked;
     Cursor.visible = false;
 }


 void Update()
 {
     float inputX = Input.GetAxis ("RightStickHorizontal");
     float inputZ = Input.GetAxis ("RightStickVertical");
     mouseX = Input.GetAxis ("Mouse X");
     mouseY = Input.GetAxis ("Mouse Y");
     finalInputX = inputX + mouseX;
     finalInputZ = inputZ + mouseY;

     rotY += finalInputX * inputSensitivity * Time.deltaTime;
     rotX += finalInputZ * inputSensitivity * Time.deltaTime;

     rotX = Mathf.Clamp (rotX, -clampAngle, clampAngle);

     Quaternion localRotation = Quaternion.Euler (rotX, rotY, 0.0f);
     transform.rotation = localRotation;

 }

 void LateUpdate()

 {
     CameraUpdater ();
 }
     
 void CameraUpdater ()
 {
     Transform target = CameraFollowObj.transform;

     float step = CameraMoveSpeed * Time.deltaTime;
     transform.position = Vector3.MoveTowards (transform.position, target.position, step);
 }

}

It is an orbit camera, that rotates around the CameraBase object that is inside the player, and the camera rotates with mouse movement. It also has a camera collision script:

using System.Collections; using System.Collections.Generic; using UnityEngine;

public class CameraCollision : MonoBehaviour {

 public float minDistance = 1.0f;
 public float maxDistance = 4.0f;
 public float smooth = 10.0f;
 Vector3 dollyDir;
 public Vector3 dollyDirAdjusted;
 public float distance;



 void Awake () {
     dollyDir = transform.localPosition.normalized;
     distance = transform.localPosition.magnitude;
 }
 

 void Update () {
     Vector3 desiredCameraPos = transform.parent.TransformPoint (dollyDir * maxDistance);
     RaycastHit hit;

     if (Physics.Linecast (transform.parent.position, desiredCameraPos, out hit)) {
         distance = Mathf.Clamp ((hit.distance * 0.9f), minDistance, maxDistance);
             } else {
                 distance = maxDistance;
             }

     transform.localPosition = Vector3.Lerp (transform.localPosition, dollyDir * distance, Time.deltaTime * smooth);
 }

}

My question is, could someone help me make a script that makes the player go:

Towards the camera direction on the X and Z axis, as I press W.

Away from the camera direction on the X and Z axis as I press S.

And as I press A and S, I want the player to move Horizontally on the X and Z axis, depending on the direction of the camera.

Could someone that is experienced provide such coding for me, please? :)

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