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Question by ChrisSch · Jun 11, 2013 at 12:39 PM · movedragtiltrighttop

Top down movement problem. Player rotates to right.

So here's the problem. I have a cube, its original I know. Anyway, whenever I move forward it rotates, drags, or tilts, or whatever you wanna call it, to the right.

The cube is a rigid body. But when you I disable gravity it works just fine. I tried messing with the rigid body settings but it doesn't change anything. The code it self is from the scripting reference for a simple car movement script.

The code:

 #pragma strict
 
 
 var speed : float = 5.0;
 var rotationSpeed : float = 300.0;
 var jumpHeight : float = 10;
 var canJump : boolean = false;
 
 function OnCollisionEnter(floorCol : Collision)
 {
     if(floorCol.gameObject.name == "Floor")
     {
         canJump = true;
     }
 }
 
 function OnCollisionExit(floorCol : Collision)
 {
     if(floorCol.gameObject.name == "Floor")
     {
         canJump = false;
     }
 }
 
 
 function Update ()
 {
         // Get the horizontal and vertical axis.
         // By default they are mapped to the arrow keys.
         // The value is in the range -1 to 1
         var translation : float = Input.GetAxis ("Vertical") * speed;
         var rotation : float = Input.GetAxis ("Horizontal") * rotationSpeed;
         
         
         // Make it move 10 meters per second instead of 10 meters per frame...
         translation *= Time.deltaTime;
         rotation *= Time.deltaTime;
         
         // Move translation along the object's z-axis
         transform.Translate (0, 0, translation);
         // Rotate around our y-axis
         transform.Rotate (0, rotation, 0);
         
         if(Input.GetKeyDown("space") && canJump)
         {
             rigidbody.AddForce (Vector3.up * jumpHeight);
         }
 
 }
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Answer by ChrisSch · Jun 11, 2013 at 02:31 PM

Using a different code now and same thing is happening.

 public var moveSpeed : float = 4f;
 public var turnSpeed : float = 200f;
 
 function Update ()
 {
     if(Input.GetKey(KeyCode.UpArrow))
         transform.Translate(Vector3.forward * moveSpeed * Time.deltaTime);
     
     if(Input.GetKey(KeyCode.DownArrow))
         transform.Translate(-Vector3.forward * moveSpeed * Time.deltaTime);
     
     if(Input.GetKey(KeyCode.LeftArrow))
         transform.Rotate(Vector3.up, -turnSpeed * Time.deltaTime);
     
     if(Input.GetKey(KeyCode.RightArrow))
         transform.Rotate(Vector3.up, turnSpeed * Time.deltaTime);
 }
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avatar image ChrisSch · Jun 11, 2013 at 04:38 PM 0
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Freezing rotation seems to do the trick but thats a workaround not solution cause I might need the rotation unfrozen sometime.

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