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Question by popugames · Dec 25, 2017 at 12:09 AM · lookatlookrotation

LookAt move direction (player direction is relative at camera)

 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 using UnityStandardAssets.CrossPlatformInput;
 
 public class Contoller : MonoBehaviour {
     
     public float speed = 2.0f;
 
     private Transform m_Cam;                  // A reference to the main camera in the scenes transform
     private Vector3 m_CamForward;             // The current forward direction of the camera
     private Vector3 m_Move;
     
 
 
     // Use this for initialization
     void Start () {
        
             m_Cam = Camera.main.transform;
       
     }
 
     void FixedUpdate()
     {
         //reading the input:
         float h = CrossPlatformInputManager.GetAxis("Horizontal");
         float v = CrossPlatformInputManager.GetAxis("Vertical");
 
         // calculate camera relative direction to move:
         m_CamForward = Vector3.Scale(m_Cam.forward, new Vector3(1, 0, 1)).normalized;
         m_Move = v * m_CamForward + h * m_Cam.right;
         transform.Translate(m_Move * speed);
 
 
         //calculate rotation of the player
         // ??????????????????????? THIS DON'T WORK  ?????????????????
         transform.rotation = Quaternion.LookRotation(m_Move.normalized);
 
        
 
     }
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avatar image popugames · Dec 25, 2017 at 12:11 AM 0
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Relative direction work fine. Rotation player is problem.

avatar image Bieere · Dec 25, 2017 at 07:40 PM 0
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What exactly happens when that value is put in? Does it not rotate at all, or just in the wrong direction?

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