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Question by smithdam1 · May 17, 2018 at 05:37 AM · controllerplayer movementmovepositionrigibody

make Rigidbody MovePosition use characters rotation,Moving rigidbody with MovePosition on its forward, right

I have this code

 {
         float inputX = Input.GetAxis("RightStickHorizontal");
         float x = Input.GetAxis("Horizontal") * Time.deltaTime * movementSpeed;
         float z = Input.GetAxis("Vertical")* Time.deltaTime * movementSpeed;
 
         Vector3 movement = new Vector3(x, 0.0f, z);
         MouseX = Input.GetAxis("Mouse X");
 
         FinalInputX = inputX + MouseX;
 
         rotX += FinalInputX * InputSensitivity * Time.deltaTime;
 
         
       rb.MovePosition(transform.position + movement);
       Quaternion LocalRotation = Quaternion.Euler(0, rotX, 0);
       rb.MoveRotation(LocalRotation);
     }

It works for moving and rotating but the character moves along the world axis and not it's local. W moves along world Z no matter where Im facing etc. What do I need to get it moving based on where it's looking?

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Answer by smithdam1 · May 17, 2018 at 06:47 AM

Found it. Needed to add: movement = transform.TransformDirection(movement); to localize it.

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