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Question by RetepTrun · Feb 11, 2012 at 06:14 PM · rigidbodycharactermovepositionrigidbody.moveposition

rigidbody.moveposition local coordinates?

I am making a character controller that must be affected by physics.

I have experimented with AddRelativeForce and its modes, but found that moveposition has more of the properties I need.

Except for one thing. It only seems to work in world space. This means that no matter which way I turn, pressing the forward arrow always makes me move north.

I am having a lot of trouble finding a workaround.

Here is what I have so far

 function FixedUpdate () {
 
 var up=Input.GetAxis("Vertical");
 var side=Input.GetAxis("Horizontal");   
 var speed : Vector3 = Vector3 (3*side, 0, 3*up);
 
 rigidbody.MovePosition(rigidbody.position + speed * Time.deltaTime);
 }
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avatar image ProjectCryken · Jul 29, 2013 at 02:38 PM 0
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Im having the same problem.

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Answer by Crono141 · Aug 10, 2014 at 05:40 AM

I think you need to alter the speed vector3 by a quaternion of the angle you are facing. I had a similar problem, and I'll attempt to translate what I did to your situation:

 var direction : Quaternion = Quaternion.Euler(0,transform.eulerAngles.y,0);
 speed = direction * speed;
 rigidbody.MovePosition(rigidbody.position + speed * Time.deltaTime);

I don't know javascript (my project was in c#), so my variable declaration for the quaternion may be incorrect. The quaternion should alter your Vector3 to match the direction you are facing (transform.rotation.y).

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