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Question by Updog97 · Feb 11, 2021 at 05:05 PM · cameramovementrigidbodythird person controller

Rigidbody movement relative to third person camera

I'm trying to make a 3rd person game that uses rigidbody movement. I want the player to move relative to the camera position. I'm using CinemachineFreeLook as my third-person camera.

The player object correctly faces the direction the camera is pointing but when I move left, for example, the player faces and moves left relative to the world.

This is what my code looks like:

 using UnityEngine;
 
 public class RbController : MonoBehaviour
 {
     public Transform cam;
     public float speed = 5f;
     public float jumpHeight = 2f;
     public float groundRadius = 0.533f;
 
     public LayerMask ground;
 
     private Rigidbody rb;
     private Vector3 input = Vector3.zero;
     private bool isGrounded = true;
 
     public Transform groundCheck;
 
     public float turnSmoothTime = 0.1f;
     float turnSmoothVelocity;
 
     void Start()
     {
         rb = GetComponent<Rigidbody>();
     }
 
     void Update()
     {
         isGrounded = Physics.CheckSphere(groundCheck.position, groundRadius, ground, QueryTriggerInteraction.Ignore);
 
         input = Vector3.zero;
         input.x = Input.GetAxis("Horizontal");
         input.z = Input.GetAxis("Vertical");
         if (input != Vector3.zero)
             transform.forward = input;
 
         if (Input.GetButtonDown("Jump") && isGrounded)
         {
             rb.AddForce(Vector3.up * Mathf.Sqrt(jumpHeight * -2f * Physics.gravity.y), ForceMode.VelocityChange);
         }
 
             float lookdirection = Mathf.Atan2(input.x, input.z) * Mathf.Rad2Deg + cam.eulerAngles.y;
             float angle = Mathf.SmoothDampAngle(transform.eulerAngles.y, lookdirection, ref turnSmoothVelocity, turnSmoothTime);
 
             transform.rotation = Quaternion.Euler(0f, angle, 0f);
             //Vector3 moveDirection = Quaternion.Euler(0f, lookdirection, 0f) * Vector3.forward;
 
         //move
         rb.MovePosition(rb.position + input * speed * Time.fixedDeltaTime);
     }
 
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