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Question by unity_NDKcVcBDZbO2ig · Apr 01, 2020 at 09:20 AM · problema

i Guys so my caracter is walking normaly but wen i change the way is facing he steel moves the same direction pls help what im missing

using System.Collections; using UnityEngine;

public class ff : MonoBehaviour {

 public Animator anim;
 public Rigidbody rbody;

 private float inputH;
 private float inputV;
 private bool run;

 float rotSpeed = 80;
 float rot = 0f;

 // Start is called before the first frame update
 void Start()
 {
     anim = GetComponent<Animator>();
     rbody = GetComponent<Rigidbody>();
     run = false;
 }

 // Update is called once per frame
 void Update()
 {
     if(Input.GetKey(KeyCode.LeftShift))
     {
         run = true;
     }
     else
     {
         run = false;
     }

     if(Input.GetKey(KeyCode.Space))
     {
         anim.SetBool("Jump",true);
     }
     else
     {
         anim.SetBool("Jump",false);
     }

     inputH = Input.GetAxis ("Horizontal");
     inputV = Input.GetAxis ("Vertical");
 
     anim.SetFloat("inputH",inputH);
     anim.SetFloat("inputV",inputV);
     anim.SetBool ("run",run);
     
     float moveX = inputH*60f*Time.deltaTime;
     float moveZ = inputV*100f*Time.deltaTime;

     if(moveZ <= 0f)
     {
         moveX = 0f;
     }
     else if (run)
     {
         moveX*=3f;
         moveZ*=3f;
     }
     rbody.velocity = new Vector3(moveX,0f,moveZ);

     rot += Input.GetAxis ("Horizontal") * rotSpeed * Time.deltaTime;
     transform.eulerAngles = new Vector3 (0, rot, 0);
 
 }

}

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Answer by Drislak · Apr 01, 2020 at 10:09 AM

Hi @unity_NDKcVcBDZbO2ig , I don't see you put any direction when moving the character. Your code contains your player input, your movement speed, and the deltaTime.

 rbody.velocity = new Vector3(moveX,0f,moveZ);

If you want to move your character forward in the direction it's facing, you could multiply this by transform.forward.


Here the code I used in a previous project of mine, to move a character in 3D space:

 // prepare forward movement
             Vector3 forwardVelocity = transform.forward * _movementSpeed * Time.deltaTime * -1 * Input.GetAxis("Vertical") * (Input.GetAxis("Vertical") > 0 ? _backwardsMovementModifier : 1f);
             // prepare sideways movement
             Vector3 sidewaysVelocity = transform.right * _movementSpeed * Time.deltaTime * Input.GetAxis("Horizontal");
             // apply movement
             _rigidbody.MovePosition(transform.position + forwardVelocity + sidewaysVelocity);
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