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Question by smirlianos · Aug 29, 2014 at 12:14 PM · rotationaxislocalworldlocalposition

Move object relative to its axis

Hello,

I have an object that gets rotated on the y axis during the game. I want it to move with WASD, but it only moves accordingly to the world axis and not accordingly to its own axis.

Any help?

     if (Input.mousePosition.x < mouseArea)
     {
         cameraObject.position += Vector3(-MovingSpeed, 0, 0);
     }
     if (Input.mousePosition.x >= Screen.width - mouseArea)
     {
         cameraObject.position += Vector3(MovingSpeed, 0, 0);
     }
     if (Input.mousePosition.y < mouseArea)
     {
         cameraObject.position += Vector3(0, 0, -MovingSpeed);
     }
     if (Input.mousePosition.y > Screen.height - mouseArea)
     {
         cameraObject.position += Vector3(0, 0, MovingSpeed);
     }
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avatar image revolute · Aug 29, 2014 at 12:20 PM 0
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Have you tried localposition? transforms have 2 sets of values, local and world. Try local and see how it turns out.

avatar image smirlianos · Aug 29, 2014 at 12:23 PM 0
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I did. It doesn't work

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Answer by JustFun · Aug 29, 2014 at 12:34 PM

Move it with Transform.Translate. The second parameter of this function defines if translation is relative to local or world coordinate system.

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avatar image robertbu · Aug 29, 2014 at 01:27 PM 0
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I give my vote to Transform.Translate(), but for the sake of completeness, you can use the transform.up, transform.right, and transform.forward for local movement:

 if (Input.mousePosition.x < mouseArea)
 {
     cameraObject.position += transform.right * $$anonymous$$ovingSpeed;
 }
 if (Input.mousePosition.x >= Screen.width - mouseArea)
 {
     cameraObject.position -= transform.right * $$anonymous$$ovingSpeed;
 }
 if (Input.mousePosition.y < mouseArea)
 {
     cameraObject.position -= transform.forward * $$anonymous$$ovingSpeed;
 }
 if (Input.mousePosition.y > Screen.height - mouseArea)
 {
     cameraObject.position += transform.forward * $$anonymous$$ovingSpeed;
 }
avatar image smirlianos · Aug 29, 2014 at 01:28 PM 0
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Thanks, it worked!

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Answer by superdudeman · Aug 29, 2014 at 01:08 PM

An alternative to using Transform.Translate, something like:

     if (Input.mousePosition.x < mouseArea)
     {
         cameraObject.position += MovingSpeed * -cameraObject.right;
     }

transform.right is the Vector facing right from where the object is facing, same concept with transform.up and transform.forward

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