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Question by static_cast · Nov 15, 2014 at 09:49 PM · velocityaddforceforcerelative

AddForce Relative to Rotation

While I know this question has been asked a lot, mine is different than most of the others. :(


Well I'm attempting to figure out AddForce, and I'm having the common "addforce relative to direction" problem. Since I have four different directions (WASD), I can't exactly just say, "transform.forward * speed"

Here's my current AddForce:

move is a Vector3 that has the values according to the speed I want to go, AKA:

move = new Vector3(speed, 0, -speed);

The move values are generated based on userinput; If the user press "W", move.z changes. ;)

Here's my code ATM:

rigidbody.AddForce(new Vector3((move.x - rigidbody.velocity.x) * 0.5f, move.y, (move.z - rigidbody.velocity.z) * 0.5f), ForceMode.VelocityChange);

Any ideas?

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avatar image static_cast · Nov 15, 2014 at 10:33 PM 0
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No suggestions? Hm... :(

avatar image MD_Reptile · Nov 15, 2014 at 10:51 PM 0
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Sometimes answers can take days. Have patience young padawan lol. I'll look over your code and see if I can't come up with something.

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Answer by MD_Reptile · Nov 15, 2014 at 10:55 PM

Maybe have separate move variable per direction. Like MoveLeft / MoveUp... Then instead of trying to change it based on input, just switch according to input to the direction that corresponds with movement key. Like if (Input.WhateverGoesRight){Move = MoveRight} and then apply the force.

Good luck!

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avatar image static_cast · Nov 15, 2014 at 11:00 PM 0
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2 hackish 4 meh

lol

avatar image MD_Reptile · Nov 15, 2014 at 11:05 PM 0
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Every good script I've ever written started out as a bad hack haha.

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