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Question by GANONdork123 · Dec 18, 2016 at 11:29 AM · animationscripting beginner

Is it possible to obtain velocity relative to rotation?

So I am trying to set an animation float equal my current forward movement. The problem is, velocity isn't relative to the player's rotation. To combat this I have been using this code where "rb" is the rigidbody that I am trying to get the velocity from:

         if (rb.velocity.x > 0.1) {
             anim.SetFloat ("MoveSpeed", rb.velocity.x);
         }
         if (rb.velocity.x < -0.1) {
             anim.SetFloat ("MoveSpeed", -rb.velocity.x);
         }
         if (rb.velocity.z > 0.1) {
             anim.SetFloat ("MoveSpeed", rb.velocity.z);
         }
         if (rb.velocity.z < -0.1) {
             anim.SetFloat ("MoveSpeed", -rb.velocity.z);
         }

This method is proving to be very unreliable though. Is there any way at all to read a rigidbody's velocity relative to it's current rotation?

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avatar image hexagonius · Dec 18, 2016 at 12:22 PM 1
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the Dot product is exactly what does this. Using

 Vector2.Dot(rb.right, rb.velocity);

returns the amount of force in right direction of the player. If it's right points right and the force hours orthogonal (up, or down), the result is 0

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