Wayback Machinekoobas.hobune.stream
May JUN Jul
Previous capture 13 Next capture
2021 2022 2023
1 capture
13 Jun 22 - 13 Jun 22
sparklines
Close Help
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
  • Asset Store
  • Get Unity

UNITY ACCOUNT

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account
  • Blog
  • Forums
  • Answers
  • Evangelists
  • User Groups
  • Beta Program
  • Advisory Panel

Navigation

  • Home
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
    • Blog
    • Forums
    • Answers
    • Evangelists
    • User Groups
    • Beta Program
    • Advisory Panel

Unity account

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account

Language

  • Chinese
  • Spanish
  • Japanese
  • Korean
  • Portuguese
  • Ask a question
  • Spaces
    • Default
    • Help Room
    • META
    • Moderators
    • Topics
    • Questions
    • Users
    • Badges
  • Home /
avatar image
0
Question by Zodiarc · Jun 07, 2015 at 03:40 PM · movementvector3camera rotate

Problem with free 3D - movement script

Hi. This is kinda hard to explain but I´ll try.

I´m creating a sort-of space shooter which requires free movement in all 3 dimensions. I want the movement to be like in Dark Souls, but in 3D space.

I got everything running for moving in the XZ-Plane but I can´t figure out how to do it correctly for 3 dimensions.

As soon as the camera looks up or down and I move forwards or backwards, everything seems alright but as soon as I try to move left or right, everything becomes a mess.

Here´s my controls script:

 class Controls extends MonoBehaviour{
 
     public var moveDirection:Vector3;
     public var moveSpeed:int = 10;
     public var cameraTransform:Transform;
     public var inputParser:InputParser;
     
     public function Update():void{
         this.freeMove();
         this.genericMove();
         this.cameraTransform.position = this.transform.position;
     }
     
     public function freeMove():void{
         var right = this.cameraTransform.right;
         var forward = this.cameraTransform.forward;
     
         var v = this.inputParser.verticalLeftStick;
         var h = this.inputParser.horizontalLeftStick;
         moveDirection = v * forward + h * right;
         moveDirection = moveDirection.normalized;
         if(moveDirection != Vector3.zero){
             transform.rotation = Quaternion.LookRotation(moveDirection);
             transform.Translate(Vector3.forward * Time.deltaTime * moveSpeed);
         }
     }
     
     public function genericMove(){
         this.GetComponent.<Rigidbody>().velocity = Vector3.zero;
         if(this.inputParser.yHold){
             this.transform.localPosition.y += this.moveSpeed * Time.deltaTime;
         }
         if(this.inputParser.aHold){
             this.transform.localPosition.y -= this.moveSpeed * Time.deltaTime;
         }
     }
 }

And here´s the Camera controls script:

 class CameraControls extends MonoBehaviour {
     public var rotationSpeed:int = 10;
     public var target:Transform;
     public var normalAnchor:Transform;
     public var leftAnchor:Transform;
     public var rightAnchor:Transform;
     public var cameraAnchor:Transform;
     public var inputParser:InputParser;
     
     public function LateUpdate(){
         this.parseInput();
     }
     
     private function parseInput(){
         var rotationY = this.inputParser.horizontalRightStick * this.rotationSpeed * Time.deltaTime;
         var rotationX = this.inputParser.verticalRightStick * this.rotationSpeed * Time.deltaTime;
         this.cameraAnchor.transform.Rotate(rotationX, rotationY, 0);
         Camera.main.transform.position = this.normalAnchor.position;
         Camera.main.transform.rotation = this.normalAnchor.rotation;
     }
 }

What is the trick to make it work right? I can provide an example project with this if needed.

EDIT #1: I also noticed that the camera rotation isn´t working correctly either.

Comment
Add comment
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

0 Replies

· Add your reply
  • Sort: 

Your answer

Hint: You can notify a user about this post by typing @username

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Follow this Question

Answers Answers and Comments

20 People are following this question.

avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image

Related Questions

Limit object position which is moved by accelerometer 0 Answers

MoveTowards inside Coroutine 2 Answers

Smooth motion physics Playmaker 0 Answers

Character drifts, moves the wrong way 1 Answer

Convert WASD to local rotation 1 Answer


Enterprise
Social Q&A

Social
Subscribe on YouTube social-youtube Follow on LinkedIn social-linkedin Follow on Twitter social-twitter Follow on Facebook social-facebook Follow on Instagram social-instagram

Footer

  • Purchase
    • Products
    • Subscription
    • Asset Store
    • Unity Gear
    • Resellers
  • Education
    • Students
    • Educators
    • Certification
    • Learn
    • Center of Excellence
  • Download
    • Unity
    • Beta Program
  • Unity Labs
    • Labs
    • Publications
  • Resources
    • Learn platform
    • Community
    • Documentation
    • Unity QA
    • FAQ
    • Services Status
    • Connect
  • About Unity
    • About Us
    • Blog
    • Events
    • Careers
    • Contact
    • Press
    • Partners
    • Affiliates
    • Security
Copyright © 2020 Unity Technologies
  • Legal
  • Privacy Policy
  • Cookies
  • Do Not Sell My Personal Information
  • Cookies Settings
"Unity", Unity logos, and other Unity trademarks are trademarks or registered trademarks of Unity Technologies or its affiliates in the U.S. and elsewhere (more info here). Other names or brands are trademarks of their respective owners.
  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges