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Question by joaofxp · Jun 11, 2015 at 08:59 AM · c#rigidbodyvector3force

object move towards to mouse position

Hello, I'm new in unity and i'm trying to make a script to move my Player, i already made to move to WASD, but he is moving at the world position, my problem is that the WASD movements are relative to the position of the player in the world, and not relative to the mouse's position.

Basically, I want the player's movements to always be depending on the mouse. Forward should mean towards the mouse, not just towards a general direction. I already made the player to look at the mouse using a Ray script, but he still moving freely.

Here is the code:


 using UnityEngine;
 
 public class PlayerMovement : MonoBehaviour
 {
     public float speed = 6f;            // The speed that the player will move at.
     
     Vector3 movement;                   // The vector to store the direction of the player's movement.
     Animator anim;                      // Reference to the animator component.
     Rigidbody playerRigidbody;          // Reference to the player's rigidbody.
     int floorMask;                      // A layer mask so that a ray can be cast just at gameobjects on the floor layer.
     float camRayLength = 100f;          // The length of the ray from the camera into the scene.
       Ray camRay;
     
     void Awake ()
     {
         // Create a layer mask for the floor layer.
         floorMask = LayerMask.GetMask ("Floor");
         
         // Set up references.
         anim = GetComponent <Animator> ();
         playerRigidbody = GetComponent <Rigidbody> ();
     }
     
     void FixedUpdate ()
     {
         // Store the input axes.
         float h = Input.GetAxisRaw ("Horizontal");
         float v = Input.GetAxisRaw ("Vertical");
         
         // Move the player around the scene.
         Move (h, v);
         
         // Turn the player to face the mouse cursor.
         Turning ();
         
         // Animate the player.
         Animating (h, v);
     }
     
     void Move (float h, float v)
     {
         // Set the movement vector based on the axis input.
         movement.Set (h, 0f, v); //Set serve para poder colocar os 3 valores em tipo float do x y z
 
         
         // Normalise the movement vector and make it proportional to the speed per second.
         movement = movement.normalized * speed * Time.deltaTime;
         
         // Move the player to it's current position plus the movement.
         playerRigidbody.MovePosition (transform.position + movement);
     }
     
     void Turning ()
     {
         // Create a ray from the mouse cursor on screen in the direction of the camera.
         camRay = Camera.main.ScreenPointToRay (Input.mousePosition);
         
         // Create a RaycastHit variable to store information about what was hit by the ray.
         RaycastHit floorHit;
         
         // Perform the raycast and if it hits something on the floor layer...
         if(Physics.Raycast (camRay, out floorHit, camRayLength, floorMask))
         {
             // Create a vector from the player to the point on the floor the raycast from the mouse hit.
             Vector3 playerToMouse = floorHit.point - transform.position;
             
             // Ensure the vector is entirely along the floor plane.
             playerToMouse.y = 0f;
             
             // Create a quaternion (rotation) based on looking down the vector from the player to the mouse.
             Quaternion newRotation = Quaternion.LookRotation (playerToMouse);
             
             // Set the player's rotation to this new rotation.
             playerRigidbody.MoveRotation (newRotation);
         }
     }
     
     void Animating (float h, float v)
     {
         // Create a boolean that is true if either of the input axes is non-zero.
         bool walking = h != 0f || v != 0f;
         
         // Tell the animator whether or not the player is walking.
         anim.SetBool ("IsWalking", walking);
     }
 }



Hope you understand my problem, waiting, please help!

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