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Question by LordKitsune · Apr 25, 2018 at 06:02 AM · c#cameramovementplayer

Why are my player controls wierd.

Ok, so I want to make an FPS controller from scratch, i have camera movement down, and the asdw movement must be based on rotation of the object. It works sort of until I turn, then it goes in the opposite direction, what did I do wrong?

 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 
 public class PlayerController : MonoBehaviour
 {
     public static PlayerController instance;
     private float playerMovementHorizontal;
     private float playerMovementVertical;
     public float walkSpeed = 30f;
     public float sensitivyX = 2f;
     public float sensitivyY = 2f;
     private float yaw;
     private float pitch;
 
     private void Awake()
     {
         //cacheing instances to variables to save CPU cycles
         instance = this;
     }
 
     private void movePlayer()
     {
         //moves player based on input put into Update()
         Vector3 direction = transform.position - new Vector3(playerMovementHorizontal, 0f, playerMovementVertical);
         direction = transform.TransformDirection(direction);
         direction.Normalize();
         direction.y = 0;
         transform.Translate(direction);
     }
 
     private void rotateCamera()
     {
         //adjust the camera based on calculations made in update
         transform.eulerAngles = new Vector3(pitch, yaw, 0f);
 
     }
 
     private void Update()
     {
         //calculates movement based on input from asdw keys or controller if one is plugged in
         playerMovementHorizontal = Input.GetAxis("Horizontal") * Time.deltaTime * walkSpeed;
         playerMovementVertical = Input.GetAxis("Vertical") * Time.deltaTime * walkSpeed;
         //calculates Camera rotation according to mouse
         pitch -= sensitivyY * Input.GetAxis("Mouse Y");
         yaw += sensitivyX * Input.GetAxis("Mouse X");
     }
 
     private void FixedUpdate()
     {
         //used in FixedUpdate() as physic based movement should be done in Fixed
         movePlayer();
         rotateCamera();
     }
 }
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avatar image sean244 · Apr 26, 2018 at 04:33 AM 0
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You assign player$$anonymous$$ovementVertical to the z value of transform.position.

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Answer by Captain_Pineapple · Apr 25, 2018 at 08:37 AM

I did not try it out but i guess you should be able to fix it by changing your move function to the following:

 private void movePlayer()
      {
          //moves player based on input put into Update()
          Vector3 direction = new Vector3(playerMovementHorizontal, 0f, playerMovementVertical);
          direction.Normalize();
          direction.y = 0;
          transform.Translate(direction);
      }

Since your direction should not be dependent of your current position. Also transform.translate should take care of the transformation of the direction. -> transform.tranlate scripting api

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