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Question by huyhoangtrank4ac · May 09, 2020 at 09:41 AM · rotationforwardright

Why does my plane going up when my code is vector3.right, and when my code is vector3.forward why my plane is turning right

I'm studying create with code live and I have a little confused abt this function of two issue above and why does it that? using System.Collections; using System.Collections.Generic; using UnityEngine;

public class PlayerControllerX : MonoBehaviour { public float speed; public float rotationSpeed; public float verticalInput;

 // Start is called before the first frame update
 void Start()
 {

 }

 // Update is called once per frame
 void FixedUpdate()
 {
     // get the user's vertical input
     verticalInput = Input.GetAxis("Vertical");

     // move the plane forward at a constant rate
     transform.Translate(Vector3.forward * speed * Time.deltaTime);

     // tilt the plane up/down based on up/down arrow keys
     transform.Rotate(Vector3.right * rotationSpeed * Time.deltaTime);
 }

}

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Answer by TheHallucinations · May 09, 2020 at 11:50 AM

This is because Vector3.forward uses World position so this means if u turned 90 degrees forward is still de same as if u turned 0 degrees if u want to use local postion use tranform.forward @huyhoangtrank4ac

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avatar image huyhoangtrank4ac · May 09, 2020 at 03:21 PM 0
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I'm not clear a lot, you said that "if u turned 90 degrees forward is still de same as if u turned 0 degrees" so it gotta nothing happens

avatar image huyhoangtrank4ac · May 09, 2020 at 03:26 PM 0
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Because of right = (1, 0, 0) so it gotta turn right on the x axis, but when I swap the number it turn down on the y axis :vvv I'm really confused, or it's the convention of Unity ?

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