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Question by JoshuaOreskovich · Dec 18, 2018 at 08:19 PM · transformobjecttranslaterotation axisgizmo

transform.Translate not translating in relation to rotation

I am unable to understand why my gameObject will not move in the direction that it has been rotated.

     if (Input.GetAxis("Vertical") > 0)
     {
         transform.position += transform.forward * throttle * Time.deltaTime * Input.GetAxis("Vertical");
     }
     float turn = rotspeed * Time.deltaTime * Input.GetAxisRaw("Turn");
     transform.Rotate(0, turn, 0);

Any help would be appreciated, Joshua O

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avatar image Cornelis-de-Jager · Dec 18, 2018 at 09:19 PM 1
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By all accounts it should work just fine. I'll post the movement script I usually use. $$anonymous$$aybe it will work for you.

 void FixedUpdate() {
 
     // Handle the $$anonymous$$ovement
     Handle$$anonymous$$ovement ();
 
     // Handle the Rotation
     HandleRotation () 
 }
 void Handle$$anonymous$$ovement () {
 
     var h = Input.GetAxis("Horizontal");
     var v = Input.GetAxis("Vertical");
 
     var move = new Vector3(h, 0, v);
 
     transform.position = Vector3.Lerp (transform.position, transform.position + move * throttle * Time.DeltaTime, 1f);
 }
 
 void HandleRotation () {
 
     var h = horizontalSpeed * Input.GetAxis("$$anonymous$$ouse X");
 
     transform.Rotate(Qauternion.Euler(0, h, 0));
 
 }
avatar image JoshuaOreskovich Cornelis-de-Jager · Dec 18, 2018 at 10:19 PM 0
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$$anonymous$$y script did work just fine, it seems Unity? (Visual Studio?) didn't update the last amendment I made to the code which is what you see there. I really don't know why it update. I am certain I saved the code prior to switching back to unity, as I do that in every case I am looking for a different result.

If you have any idea why Unity may not update, that would probabaly help me a lot more.

And Btw, ty kindly for the feedback and personal work example :D I will store it for reference later.

Joshua O

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