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Question by ImmanuelUchennaBest · Sep 22, 2018 at 05:03 PM · c#cameraplayer movementcamera rotatecamera-look

How to make the player direction change with the camera rotation?

Here is my script

using System.Collections; using UnityEngine;

public class playermovement : MonoBehaviour {

 static Animator anim; 
 public float movementSpeed = 10.0F; 
 public float rotateSpeed = 100.0F;

 // Use this for initialization
 void Start () 
 {
     anim = GetComponent<Animator>();
 }
 
 // Update is called once per frame
 void FixedUpdate () 
 {
     
      ControllPlayer();  
      
 if(Input.GetButtonDown("Jump")) 
     { 
         anim.SetTrigger("isThrowing"); 
     }  
     
 if(Input.GetKeyDown("z")) 
     { 
         anim.SetTrigger("isThrowing"); 
     } 

 if (Input.GetButton("Horizontal"))  
     {  
         anim.SetBool("isRunning",true);
         anim.SetBool("isIdle",false);
     } 

     else
     {
         anim.SetBool("isRunning",false);
         anim.SetBool("isIdle",true);
     }
     
     if (Input.GetButton("Vertical"))  
     {  
         anim.SetBool("isRunning",true);
         anim.SetBool("isIdle",false);
     } 
 }  

 void ControllPlayer()
  {
      float moveHorizontal = Input.GetAxisRaw ("Horizontal");
      float moveVertical = Input.GetAxisRaw ("Vertical");
 
      Vector3 movement = new Vector3(moveHorizontal, 0.0f, moveVertical);
     if (movement != Vector3.zero) 
     {
     transform.rotation = Quaternion.Slerp (transform.rotation, Quaternion.LookRotation (movement.normalized), 0.2f);
     }
 
      transform.Translate (movement * movementSpeed * Time.deltaTime, Space.World); 
      
  }

}

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Best Answer

Answer by Hellium · Sep 22, 2018 at 05:04 PM

 public Transform CameraTransform ; // Drag & Drop the camera in the inspector

 void ControllPlayer()
 {
     float moveHorizontal = Input.GetAxisRaw ("Horizontal");
     float moveVertical   = Input.GetAxisRaw ("Vertical");
     Vector3 right        = Vector3.ProjectOnPlane( CameraTransform.right, Vector3.up ) ;
     Vector3 forward      = Vector3.ProjectOnPlane( ( Vector3.Dot( -CameraTransform.forward, Vector3.up ) > 0.99f ) ? CameraTransform.up : CameraTransform.forward, Vector3.up ) ;

     Vector3 movement = right.normalized * moveHorizontal + forward.normalized * moveVertical;
     
     if (movement != Vector3.zero) 
     {
         transform.rotation = Quaternion.Slerp (transform.rotation, Quaternion.LookRotation (movement.normalized), 0.2f);
     }

     transform.Translate (movement * movementSpeed * Time.deltaTime, Space.World); 
 }

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avatar image ImmanuelUchennaBest · Sep 23, 2018 at 12:50 AM 0
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Thanks for the reply. I tested the code out and it works but my player also rotate on the y axis and even moves on the y axis when the camera is facing either up or down. Do you know how to prevent that?

avatar image Hellium ImmanuelUchennaBest · Sep 23, 2018 at 08:39 AM 0
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I've updated my answer. The object will move on the (XZ) plane only now.

avatar image ImmanuelUchennaBest · Sep 23, 2018 at 04:46 PM 0
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Thank you so much the script works perfectly now.

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