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Question by RaiderA528 · Oct 04, 2011 at 01:33 PM · transformvector3controllerx-axis

Help!!! Transform controls problem for a plan-view air hockey game.

Okay so I've hit a wall while trying to code a controls for a plan view air hockey game. I have the main camera facing down with the full "table" and what I want to happen is for p1(the puck smacker) to be able to transform forward and back with (W and S) (which I have working) and to "Strafe" left and right with (A and D). I had this code at first:

private var walkSpeed : float = 1.0;

private var gravity = 100.0;

private var moveDirection : Vector3 = Vector3.zero;

private var charController : CharacterController;

//references the character controller private var strength = 40.0;

function Start(){

 charController = GetComponent(CharacterController);

}

function Update () {

 if(charController.isGrounded == true)
 {
    if(Input.GetAxis("VerticalP1") > .1)
    {
       walkSpeed = .5;
    }
    if(Input.GetAxis("VerticalP1") < -.1)
    {
        walkSpeed = .5;
    }
    transform.eulerAngles.y += Input.GetAxis("Horizontal");
    moveDirection = Vector3(0,0, Input.GetAxis("Vertical"));
    moveDirection = transform.TransformDirection(moveDirection);
    }
    moveDirection.y -= gravity * Time.deltaTime;
    charController.Move(moveDirection*walkSpeed);

}

function OnControllerColliderHit (hit : ControllerColliderHit)

{

 var body : Rigidbody = hit.collider.attachedRigidbody;
 if(body){
 var pushDir = Vector3 (hit.moveDirection.x, 0, hit.moveDirection.z);
 body.velocity = pushDir*strength*.35;
 }

}
(Which when I hit the (A and D) made the player pivot rather than strafe. Then I tried editing the code to this:

private var walkSpeed : float = 1.0;

private var gravity = 100.0;

private var moveDirection : Vector3 = Vector3.zero;

private var charController : CharacterController;

//references the character controller private var strength = 40.0;

function Start(){

 charController = GetComponent(CharacterController);

}

function Update () {

 if(charController.isGrounded == true)
 {
    if(Input.GetAxis("VerticalP1") > .1)
    {
       walkSpeed = .5;
    }
    if(Input.GetAxis("VerticalP1") < -.1)
    {
        walkSpeed = .5;
     }
      if(Input.GetAxis("HorizontalP1") > .1)
    {
       transform.TransformDirection( Vector3(1, 0, 0 ) );
       walkSpeed = .5;
    }
    if(Input.GetAxis("HorizontalP1") < -.1)
    {
        transform.TransformDirection( Vector3(-1, 0, 0 ) );
        walkSpeed = .5;
     }
 moveDirection = Vector3(0,0, Input.GetAxis("VerticalP1"));
 moveDirection = transform.TransformDirection(moveDirection);
 }
 moveDirection.y -= gravity * Time.deltaTime;
 charController.Move(moveDirection*walkSpeed);

}

function OnControllerColliderHit (hit : ControllerColliderHit)

     {
   var body : Rigidbody = hit.collider.attachedRigidbody;
 
   if(body){
   var pushDir = Vector3 (hit.moveDirection.x, 0, hit.moveDirection.z);
 
   body.velocity = pushDir*strength*.35;
  }
 

}
To no avail, : ( I've assigned the inputs on the unity axis/axes fine and everything, it just refuses to work. Any help will be greatly appreciated. Thanks!!!

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