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Question by nedvdd42 · Feb 25, 2018 at 07:38 AM · cameramovementmouseprogrammingcamera-movement

Trying to get camera to follow mouse, and player movement to be relative to camera angle?

I want to make the camera follow the mouse, and for the player to move relative to the angle of the camera. For example, if the player presses 'w', it will addforce in whatever direction the camera is facing (but not vertically, I don't want the player to fly). How do I make this happen?

Current camera script (doesn't work properly, the camera can get twisted around): using UnityEngine;

public class FollowPlayer : MonoBehaviour {

 public Transform player;

 public Vector3 offset;

 // Update is called once per frame
 void Update () {
     transform.position = player.position + offset;
     //if (Input.GetMouseButton(1))
     //{
      float mouseX = Input.GetAxis("Mouse X");
     float mouseY = Input.GetAxis("Mouse Y");
     Vector3 lookhere = new Vector3(-mouseY, mouseX, 0);
      transform.Rotate(lookhere);
    // }
        
     }
 }

Current Movement Script: using UnityEngine;

public class PlayerMovement : MonoBehaviour {

 // this is a reference to the component RigidBody, called 'rb'
 public Rigidbody rb;


 public float ForwardForce = 2000f;
 public float BackForce = 250f;
 public float SideForce = 750f;

 public PlayerMovement movement;

 // We changed 'Update' to 'FixedUpdate' because we're messing with physics
 void FixedUpdate()
 {
     if (Input.GetKey("w"))
     {
         // only executed if condition is met
         // we added a forward force
         rb.AddForce(0, 0, ForwardForce * Time.deltaTime, ForceMode.VelocityChange);
     }

     if (Input.GetKey("s"))
     {
         // only executed if condition is met
         // we added a forward force
         rb.AddForce(0, 0, -ForwardForce * Time.deltaTime, ForceMode.VelocityChange);
     }

     if (Input.GetKey("a"))
     {
         // only executed if condition is met
         // we added a left force
         rb.AddForce(-SideForce * Time.deltaTime, 0, 0, ForceMode.VelocityChange);
     }

     if (Input.GetKey("d"))
     {
         // only executed if condition is met
         // we added a right force
         rb.AddForce(SideForce * Time.deltaTime, 0, 0, ForceMode.VelocityChange);
     }

     if (rb.position.y <= -1f)
     {
         FindObjectOfType<GameplayManager>().EndGame();
     }

 }

}

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