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Question by DaiDesign · Apr 02, 2013 at 11:31 PM · camerarotationgameobjectdirection

How to change object direction when Camera Rotates

alt text

Hi Peeps

How would I go about changing the object (Box) direction after the camera rotates either left or right 90 degrees. I will be disabling player controls while the camera rotates, The person playing will be able to rotate the camera left/right as many times as they like.

The idea is to always move the box away from the camera view if the W key is pressed.

Below is the code I've been given by: Bunny83 (His Unity Username) to move the box. But as I am only just starting to learn to code, I have no idea what part of the code to change.

I would be extremely grateful for any help with this. Thanks

 #pragma strict
 
 private var rotator : Transform;
 var speed = 2.5;
 var rotating = false;
 
 function RotateCube(refPoint : Vector3, rotationAxis : Vector3)
 {
 //    audio.PlayOneShot(audio.clip);
     if (audio) audio.Play();
 
     var size = renderer.bounds.extents;
     refPoint = Vector3.Scale(refPoint - Vector3.up,size);
     rotator.localRotation = Quaternion.identity;
     rotator.position = transform.position + refPoint;
     transform.parent = rotator;
     var angle : float = 0;    
     while(angle < 90.0)
     {
         angle += Time.deltaTime*90.0*speed;
         rotator.rotation = Quaternion.AngleAxis(Mathf.Min(angle,90.0),rotationAxis);
         yield;
     }
     transform.parent = null;
     rotating = false;
 }
 
 function Start()
 {
     rotator = (new GameObject("Rotator")).transform;
 }
 
 function Update ()
 {
     if (!rotating)
     {
         if (Input.GetKeyDown(KeyCode.D))
         {
             rotating = true;
             RotateCube(Vector3.right,-Vector3.forward);
         }
         else if (Input.GetKeyDown(KeyCode.A))
         {
             rotating = true;
             RotateCube(-Vector3.right,Vector3.forward);
         }
         else if (Input.GetKeyDown(KeyCode.W))
         {
             rotating = true;
             RotateCube(Vector3.forward,Vector3.right);
         }
         else if (Input.GetKeyDown(KeyCode.S))
         {
             rotating = true;
             RotateCube(-Vector3.forward,-Vector3.right);
         }
     }         
 }
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