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Question by hassaanshabbir789 · Sep 22, 2021 at 12:46 PM · quaternionscripting beginnervisual studiomovetowardsc# tutorial

Can some one Help me to convert bolt graph to c# script

I was trying to make a Rolling ball game in which ball moves in the direction of camera view. I successfully programmed the simple ball movement but failed to move in the direction of camera view. I searched on YouTube but only one tutorial that fulfills my need was in bolt graph. I tried to convert it in c# but failed in the Quaternion steps.

So I need help for the conversion in the bolt to c#. So following is the bolt image. alt text

here is the code that I have written.

 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 
 public class BallPlayer : MonoBehaviour
 {
     public GameObject player;
     public float movSensitivity;
     public GameObject CameraTarget;
     public Quaternion InitialRot;
     // Start is called before the first frame update
     void Start()
     {
         
     }
 
     // Update is called once per frame
     void Update()
     {
         Rigidbody rb = player.GetComponent<Rigidbody>();
         float xMove = Input.GetAxisRaw("Vertical")*-1.0f;
         float yMove = Input.GetAxisRaw("Horizontal");
         float MouseMove = Input.GetAxisRaw("Mouse X");
 
         float yAngle = CameraTarget.transform.rotation.eulerAngles.y;
         //transform.eulerAngles = new Vector3(transform.eulerAngles.x, yAngle, transform.eulerAngles.z);
         Quaternion pksf=Quaternion.EulerAngles(CameraTarget.transform.localRotation.x,yAngle,CameraTarget.transform.localRotation.z);
         // Quaternion CamAngle = Quaternion.Euler(0, 0, 0);
         InitialRot=Quaternion.Euler(0, yAngle,0);
 
         //Quaternion pks = Quaternion.Euler(new Vector3(0, CameraTarget.transform.eulerAngles.y, 0));
 
         Vector3 plmov= new Vector3(xMove, 0, yMove);
 
        
 
         plmov.Normalize();
         rb.AddTorque(plmov* movSensitivity * Time.deltaTime);
         CameraTarget.transform.position = player.transform.position + new Vector3(0, 0.5f, 0);
          CameraTarget.transform.Rotate(new Vector3(0,MouseMove*Time.deltaTime*100.0f,0));
 
 
        
     }
 }
 


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