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Question by JSoller · Oct 27, 2021 at 11:59 PM · camerarigidbodycamera-movementrigidbody.velocity

Rigidbody speed based on direction relative to camera

I've gotten the player character to move in the direction of the camera, but when the character is in a different direction, it goes slower, and also is unable to run, except for its normal forward position. I am wondering what I need to look into in order to fix this. I'm sure Im missing some parts for the code, but just dont know where to start for researching, any insight would be appreciated.

Here is the code I currently have for the player and camera

Player Movement:

     void Update()
     {
         //Defining Player Inputs
         xInput = Input.GetAxis("Horizontal");
         yInput = Input.GetAxis("Vertical");
 
         
         playerMovement = new Vector3(xInput, 0.0f, yInput);
         
         //Camera position 
         playerMovement = Camera.main.transform.TransformDirection(playerMovement);
         
         if(playerMovement.sqrMagnitude > 1.0f) {
             playerMovement.Normalize();
         }
         
         //Running
         if(Input.GetButton("Run") && isGrounded && !isCrouched && playerMovement.z > 0.1f) {
             walkSpeed = runSpeed;
         } else {
             walkSpeed = defaultMove;
         }
 
     }
 
     void FixedUpdate() {
         rb.velocity = new Vector3(playerMovement.x * strafeSpeed, rb.velocity.y, playerMovement.z * walkSpeed);
     }

Camera Script:

     void LateUpdate() {
         CamControl();
     }
 
     void CamControl() {
         mouseX += Input.GetAxis("Mouse X") * RotationSpeed;
         mouseY -= Input.GetAxis("Mouse Y") * RotationSpeed;
         mouseY = Mathf.Clamp(mouseY, -35, 60);
 
         transform.LookAt(Target);
 
 
         
         if(Input.GetKey(KeyCode.LeftAlt)) {
             Target.rotation = Quaternion.Euler(mouseY, mouseX, 0);
         } else {
             Target.rotation = Quaternion.Euler(mouseY, mouseX, 0);
             Player.rotation = Quaternion.Euler(0, mouseX, 0);
         }
     }

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