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Question by Chirmaya · Jan 13, 2016 at 11:53 AM · rotationvector3localcoordinate-system

How do you rotate a rigidbody while maintaining world-coordinate velocity?

I currently have a player object that can run around and jump. My current issue is that when I jump and quickly rotate, my velocity rotates as well. So if I am running forwards, then jump and turn, I am still moving forwards relative to the character after turning.

I am trying to make it so that the player maintains their world-space velocity, so that if they are moving forwards and then turn around, they continue traveling backwards.

My player object has a rigidbody component that is getting all of the force and rotations.

Rotation code snippet

 void Update()
 {
     horizontalTurn = Input.GetAxis("Mouse X") * mouseSensitivity.x;
 }
 
 void FixedUpdate () {
     Turn();
 }
 
 void Turn()
 {
     rigidbody.transform.Rotate(Vector3.up, horizontalTurn);
 }

Movement code snippet

 void Update ()
 {
     if (Input.GetButtonDown("Jump"))
     {
         tryToJumpInFixedUpdate = true;
     }
 
     var horizonalAxis = Input.GetAxis("Horizontal");
     var verticalAxis = Input.GetAxis("Vertical");
 
     intentedMovementFromInput = new Vector3(horizonalAxis, 0, verticalAxis);
 }
 
 void FixedUpdate()
 {
     if (tryToJumpInFixedUpdate)
     {
         if (IsGrounded())
         {
             Jump();
         }
         
         tryToJumpInFixedUpdate = false;
     }
 
     Move();
 }
 
 void Jump()
 {
     rigidbody.velocity += new Vector3(0, jumpForce, 0);
 }
 
 void Move()
 {
     var intentedMovement = intentedMovementFromInput * moveSpeed;
     
     rigidbody.AddRelativeForce(intentedMovement);
 }

How should I be going about getting around this? Is this more of an object structure issue, or should I be looking at something specific code-wise?

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