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               Question by 
               KillerCat · Jul 08, 2017 at 12:59 AM · 
                rotatecamera rotaterotate objectrotatearound  
              
 
              How can I make the player rotate with the camera so my movement keys don't get messed up because when I do rotate the camera the move keys go in different directions.
How can I make the player rotate with the camera so my movement keys don't get messed up because when I do rotate the camera the move keys go in different directions?
 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 
 public class TestCam : MonoBehaviour {
 
     //All the variables used in this class(Look below to see what they do. :D   )
     private const float Y_ANGLE_MIN = 15.0f;
     private const float Y_ANGLE_MAX = 30.0f;
     private const float DISTANCE_MAX = 50.0f;
     private const float DISTANCE_MIN = -50f;
     private const float TRANS_MIN = 1.0f;
     private const float TRANS_MAX = 2.0f;
 
     public Transform lookAt;
     public Transform camTransform;
     public GameObject player;
 
     private Camera cam;
 
     public float distance = 5.0f;
     private float currentX = 0.0f;
     private float currentY = 0.0f;
     private float sensitivityX = 4.0f;
     private float sensitivityY = 1.0f;
     private float trandis;
 
     public Vector3 height = new Vector3(0, 0, 0);
 
     private bool below = false;
 
     private void Start()
     {
 
         //Makes camTransform a transform. :)
 
         camTransform = transform;
         //Sets variable cam value to the main camera
         cam = Camera.main;
 
     }
 
     private void Update()
     {
 
 
         if (Input.GetAxis ("Mouse ScrollWheel") > 0) {
             distance += 0.8f;
         }
         if (Input.GetAxis ("Mouse ScrollWheel") < 0) {
             distance -= 0.8f;
         }
         if (Input.GetMouseButton (1)) {
             //Makes the camera move by looking at the axis of the mouse(Also multiplied by the seisitivity.)
 
             currentX += Input.GetAxis ("Mouse X") * sensitivityX;
             currentY += Input.GetAxis ("Mouse Y") * sensitivityY;
 
             //Limits the Y variable
             currentY = Mathf.Clamp (currentY, Y_ANGLE_MIN, Y_ANGLE_MAX);
 
         
         
 
             //Makes sure that these variables never go over the max and be les than the min. :)
             distance = Mathf.Clamp (distance, DISTANCE_MIN, DISTANCE_MAX);
             trandis = Mathf.Clamp (distance, TRANS_MIN, TRANS_MAX) - 1;
 
             //Sets players transparency(Make sure that player materials rendering mode has set to transparent or other mode that supports transparency).
             player.GetComponent<Renderer> ().material.color = new Color (player.GetComponent<Renderer> ().material.color.r, player.GetComponent<Renderer> ().material.color.g, player.GetComponent<Renderer> ().material.color.b, trandis);
 
             //Disables the object from rendering if your're at distance 0.8.
             if (distance <= 0.8f) {
                 player.GetComponent<Renderer> ().enabled = false;
             }
             if (distance > 0.8f) {
                 player.GetComponent<Renderer> ().enabled = true;
             }
 
             //If close enough to the character sinp into distance of 0.1(If distance is 0 the camera cant be rotated.)
             if (distance <= 0.8f && below == false) {
                 distance = 0.1f;
                 below = true;
             }
             if (distance >= 0.8f && below == true) {
                 below = false;
             }
         }
     
     }
     private void LateUpdate()
     {
 
         //Subtracts hte distance from Z coordinate
         Vector3 dir = new Vector3(0, 0, -distance);
 
         //Creates an quaternion for rotation(too bad that we cannot use Vector3. :D   )
         Quaternion rotation = Quaternion.Euler(currentY, currentX, 0);
 
         //Sets the cameras position and makes it look at player.
         camTransform.position = lookAt.position + height + rotation * dir;
         camTransform.LookAt(lookAt.position + height);
 
     }
 }
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