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Character controller with variable orientation
My game takes place on a sphere with the character rotating around the sphere by way of its parent/emptyobject at the center of the world.
I tried applying the character controller to the nested character object assuming its orientation would rotate as the parent rotated so I could simulate gravity, but this was not the case. I tried using the move function with both a simple y vector thinking of the local space but the controller always considered the y direction as world up. I then tried it with a world converted normal vector, but got strange results.
How would I go about making something that could act like a character controller (collision and all) but have it able to orient in any direction? All I need to be able to do is move it along the local y axis, the rest is handled by the parent.
Thanks in advance!