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Question by MatteoZocca · Apr 04, 2020 at 09:27 AM · rotationmovementjoysticksphere

Joystick controller problem walking on sphere

Hi guys, I'm developing a game for a university project. I found a problem with the rotation of the character walking on a sphere, when I start the game and I'm in the upper part of the world everything works correctly, but when I move elsewhere the joystick remains unchanged and consequently the vector of the movement is incorrect. I also leave you the link of the problem to better understand and the code.

https://www.youtube.com/watch?v=O5i2iKR3YGs

Thanks in advance.

 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 
 public class TouchController2 : MonoBehaviour
 {
     public Joystick ljoystick;
     public Transform astronauta;
     public float velocity = 5;
     private Vector3 vettoreMovimento;
     private Vector3 forwardIniziale;
     public float rotaspeed = 5f;
     // Start is called before the first frame update
     void Start()
     {
         if(astronauta == null)
             astronauta = GameObject.FindGameObjectWithTag("Player").transform;
         forwardIniziale = astronauta.forward;
     }
 
     // Update is called once per frame
     void Update()
     {
 
         vettoreMovimento = new Vector3(ljoystick.Horizontal, 0f, ljoystick.Vertical);
         float angle = Vector3.SignedAngle(astronauta.forward, vettoreMovimento, this.transform.up);
 
         Debug.DrawRay(this.transform.position, astronauta.forward, Color.red);
         Debug.DrawRay(this.transform.position, vettoreMovimento , Color.blue);
         //Debug.DrawRay(this.transform.position, vettoreMovimento, Color.red, 0.5f);
         //astronauta.up = this.transform.up;
         //astronauta.rotation = Quaternion.LookRotation(vettoreMovimento, this.transform.up);
         this.transform.Translate(vettoreMovimento * velocity * Time.deltaTime);
 
         if (ljoystick.Horizontal != 0 && ljoystick.Vertical != 0)
         {
             astronauta.Rotate(new Vector3(0f, angle, 0f) * Time.deltaTime * rotaspeed, Space.Self);
         }
 
     }
 
     
 }
 

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Best Answer

Answer by MatteoZocca · Apr 05, 2020 at 08:25 PM

Solved with this:

 transform.TransformDirection(movementVector);
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