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Question by trevortjes · Jun 29, 2014 at 09:56 PM · 2drotationmoving

Move towards current direction on the Z axis (2D)

Hello,

I'm making a 2D game where you turn with A and D and go forward with W. I managed to get the rotating working but I can't find out how to move towards the direction the object is facing.

  #pragma strict
 var turnright : KeyCode;
 var turnleft : KeyCode;
 var fwards : KeyCode;
 
 var mspeed = 6;
 function Update () {
 
     // rigidbody2D.velocity =new Vector2(Input.GetAxis("Horizontal") * mspeed, Input.GetAxis("Vertical") * mspeed);
     if (Input.GetKey(turnleft))
      {
      transform.Rotate(Vector3.forward * 1);
      }
      if (Input.GetKey(turnright))
      {
      transform.Rotate(Vector3.back * 1);
      }
      if (Input.GetKey(fwards))
      {
      
      }
 }

turnright is set to D turnleft is set to A fwards is set to W

How can I make my object move towards the direction it is facing with speed = mspeed?

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Answer by tanoshimi · Jun 29, 2014 at 10:04 PM

 transform.position += transform.forward * mspeed;
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avatar image jmgek · Jun 29, 2014 at 11:11 PM 0
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Even though that is correct, I would multiply by a time. http://docs.unity3d.com/ScriptReference/Time-deltaTime.html

avatar image trevortjes · Jun 30, 2014 at 09:44 AM 0
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It worked but I had to change forward to up, my bad. Added Time.deltaTime to the code but I had to set some parameters fairly high to make it work the way I want:

 if (Input.Get$$anonymous$$ey(turnleft))
      {
      transform.Rotate(Vector3.forward * Time.deltaTime * 200);
      }
      if (Input.Get$$anonymous$$ey(turnright))
      {
      transform.Rotate(Vector3.back * Time.deltaTime * 200);
      }
      if (Input.Get$$anonymous$$ey(fwards))
      {
     transform.position += transform.up * Time.deltaTime * 4;
      }

Result is that when I "walk" with the object against a collider, the object does not stop from moving like first, but humps against the collider like a horny dog. What is up with that? Did I use Time.deltaTime the wrong way?

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