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Question by Grabthesky · Jul 15, 2018 at 02:49 PM · 3dplayer movement

Player movement 3D hack n Slash problems

I need to make a player movement depending of camera rotation, i can move forward from camera rotation but i have problems with the lateral movement and the character rotation to his direction.

 public class PlayerController : MonoBehaviour
 {
     
     public Camera cam;
     public float speedMove;
 
     private Vector3 camForward, movement;
     private float forwardMove, horizontalMove;
 
     
     void Start () {
     }
     
     void Update () {
 
         camForward = cam.transform.forward;
         forwardMove = Input.GetAxis("Vertical");
         horizontalMove = Input.GetAxis("Horizontal");
 
         camForward.y = 0;
         print(camForward);
 
         if (forwardMove != 0)
         {
             movement = camForward * forwardMove;
         }
 
         if (horizontalMove != 0)
         {
             transform.Translate(Vector3.right * horizontalMove * Time.deltaTime * speedMove, Space.Self);
         }
 
         transform.Translate(movement * speedMove * Time.deltaTime);
         
 
     }
 }

This is the idea: alt text

movement-player.png (110.1 kB)
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Answer by JVene · Jul 15, 2018 at 06:04 PM

@Grabthesky, I'd suggest orienting a direction vector to that of the camera. Something like (untested code, off the top of my head proposal):

 camForward = cam.transform.forward;
 forwardMove = Input.GetAxis("Vertical");
 horizontalMove = Input.GetAxis("Horizontal");
 
 camForward.z = 0;
 
 // camForward is now only the x/y orientation of the camera, 
 // ignoring pitch, 
 // calculate the angle
 
 float camAngle = Vector3.Angle( Vector3.zero, camForward );
 Quaternion q = Quaternion.Euler( 0, 0, camAngle );
 
 // q is now a quaternion representing a Z axis rotation of the camera angle
 
 Vector3 inputDir = new Vector3( forwardMove, horizontalMove, 0 );
 
 // inputDir is a world space vector incorporating mouse input in the x/y plane
 
 inputDir = q * inputDir;
 
 // inputDir is now rotated by the camera angle, making the mouse controls camera oriented
 // and can now be applied, with speed and deltaTime as the direction intended.

Or at least until the 3rd coffee kicks in that's what I think.

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avatar image Grabthesky · Jul 16, 2018 at 06:42 AM 0
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this is 3d , so the y axis is the perpeticular to the ground, i want to move forward over the ground, on your script tha player moves up on pressing forwrd and on the x axes pressing latera(horizontal).

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