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Question by CypherGames · Dec 24, 2013 at 12:11 AM · rigidbodyaxisplatformer

Platformer axis change

I am making a 3D platformer, and there is an ability to change from Z axis movement to X axis movement.

Z Axis:

alt text

X Axis:

alt text

I am trying to stop the movement, rotate the player so I don't have to mess with my player move script(uses rigidbody.AddRelativeTorque), and rotate the camera around the player 90 degrees. Please help me.

AxisChange.cs:

 public class AxisChange : MonoBehaviour
 {
     public string axis = "Horizontal";
     
     Transform player;
     
     void Start()
     {
         player = GameObject.Find("Player").transform;
     }
     
     void Update()
     {
         if (Input.GetKeyDown(KeyCode.F))
         {
             switch (axis)
             {
             case "Horizontal":
                 axis = "Vertical";
                 transform.RotateAround(player.position, Vector3.up, 90f);
                 player.rigidbody.AddTorque(new Vector3(0f, 0f, 0f));
                 player.transform.rotation = Quaternion.identity;
                 player.Rotate(Vector3.up, 90f);
                 break;
                 
             case "Vertical":
                 axis = "Horizontal";
                 transform.RotateAround(player.position, Vector3.up, -90f);
                 player.rigidbody.AddTorque(new Vector3(0f, 0f, 0f));
                 player.transform.rotation = Quaternion.identity;
                 player.Rotate(Vector3.up, -90f);
                 break;
             }
         }
     }
 }

PlayerAI.cs:

 public class PlayerAI : MonoBehaviour
 {
     public float walkSpeed = 6.0f;
     public float sprintSpeed = 15.0f;
     public float jumpSpeed = 7.0f;
     
     public static float health = 100.0f;
     public AudioClip jump;
     public AudioClip hurt;
 
     float speed;
     Vector3 direction;
     bool isGrounded = true;
     bool isJumping = false;
     Gravity gravityScript;
     
     void Start()
     {
         gravityScript = GameObject.Find("Main Camera").GetComponent<Gravity>();
         Physics.gravity = new Vector3(0f, -9.81f, 0f);
     }
     
     void FixedUpdate()
     {
         float input = Input.GetAxis("Horizontal");
         
         rigidbody.AddRelativeTorque(0, 0, input * speed * Time.deltaTime);
         
         if (isJumping == true)
         {
             if (gravityScript.gravityDirection == Gravity.gravity.down)
                 rigidbody.velocity = new Vector3(rigidbody.velocity.x, jumpSpeed * Time.deltaTime, rigidbody.velocity.z);
             
             if (gravityScript.gravityDirection == Gravity.gravity.left)
                 rigidbody.velocity = new Vector3(jumpSpeed * Time.deltaTime, rigidbody.velocity.y, rigidbody.velocity.z);
             
             if (gravityScript.gravityDirection == Gravity.gravity.right)
                 rigidbody.velocity = new Vector3(-jumpSpeed * Time.deltaTime, rigidbody.velocity.y, rigidbody.velocity.z);    
                     
             if (gravityScript.gravityDirection == Gravity.gravity.up)
                 rigidbody.velocity = new Vector3(rigidbody.velocity.x, -jumpSpeed * Time.deltaTime, rigidbody.velocity.z);
             
             isJumping = false;
         }
     }
     
     void Update()
     {    
         speed = Input.GetKey(KeyCode.LeftShift) ? sprintSpeed : walkSpeed;
         
         if (Input.GetKey(KeyCode.Space) && isGrounded)
         {
             audio.PlayOneShot(jump);
             isJumping = true;
             isGrounded = false;
         }
     }
     
     void OnCollisionEnter(Collision coll)
     {
         isGrounded = true;
     }
     
     void OnLevelWasLoaded()
     {
         Time.timeScale = 1.0f;
         Time.fixedDeltaTime = 0.02f;
     }
     
     void TakeDamage(float damage)
     {
         audio.PlayOneShot(hurt);
     }
 }

If you can help me find a solution, please do.

axis1.jpg (23.0 kB)
axis2.jpg (25.8 kB)
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