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Question by ninjanoel · Dec 02, 2014 at 09:47 PM · vector3camera movement

Orientation of Vector3.forward

I want to use...

 Vector3.up;
 Vector3.left;
 Vecotr3.forward;
 ...

to translate my camera's position, but the camera could be facing any direction,

eg.

   (mycamera.directionOfView - defaultStartingDirectionOfView) == differnceFromDefault
   newDirection == differenceFromDefault * Vector3.up;
 then
   camera.transform.Translate(newDirection * (velocity), Space.World);

My maths is lacking a bit so I dont have the terminology to properly explain, so feel free to use big maths words I can google later.

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Answer by tanoshimi · Dec 02, 2014 at 10:06 PM

 Vector3.forward
 Vector3.right 
 Vector3.up

are always directions relative to the "world". They are the same for every object, whichever way they are facing. (Note that there is no Vector3.left - that's just -Vector3.right).

If you want to know local directions relative to a particular object's current rotation, use the properties of that object's transform component:

 transform.forward
 transform.right 
 transform.up
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avatar image thelackey3326 · Dec 03, 2014 at 04:12 AM 0
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There actually is a Vector3.left, as well as a down and a back.

avatar image ninjanoel · Dec 06, 2014 at 09:50 AM 0
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@thelackey3326 I think @tanoshimi is referring to the transform static vars and not the Vector3 static vars, they are not there in transform as i discovered, and I'd have been really confused if @tanoshimi hadn't of mentioned it.

avatar image thelackey3326 · Dec 06, 2014 at 07:44 PM 0
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I was just pointing out that the statement, "there is no Vector3.left" is not correct, even though the answer as a whole is correct. It's very important to have correct information on the Unity Answers site because people are more likely to accept statements found here as truth. Because of that, I think that it's important to note that transform.forward, .right, and .up aren't static vars. They are instance properties of Transform that affect only the instance referred to by transform.

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