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1
Question by Kulture · Sep 23, 2015 at 02:16 AM · rotationmovementdirectionorbitchanging

Moving forward based off of Rotation

I'm trying to be able to click a button and rotation around an object and then continue moving in a new direction based off of the rotation of the ship.

So the ship is a triangle, and the front is where the smallest angle is (like a ship). I have a cube that I'm able to rotate around and the radius is not fixed, the radius is however distant I am from the cube when I press a button. When I rotate the "front" of the ship will change or also the 'y rotation' I then want to continue moving in the direction that the 'y rotation' is facing if that makes any sense.

Edit: I forgot to add that everything works fine, kind of.. I get this error: Assets/Scripts/NewControll.cs(39,93): error CS1729: The type UnityEngine.Vector3' does not contain a constructor that takes 1' arguments

So the rotation works alright, but I can't move based off of the rotation and now I can't even play because of that error.

Here is the code I have. C#

 using UnityEngine;
 using System.Collections;
 
 public class NewControll : MonoBehaviour {
     
     GameObject cube;
     GameObject Player;
     public Transform center;
     public Vector3 axis = Vector3.up;
     public Vector3 desiredPosition;
     public float radius;
     public float radiusSpeed;
     public float rotationSpeed;
 
 
     public float speed;
     public float tilt;
     public Boundary boundary;
     
     public GameObject shot;
     public Transform shotSpawn;
     public float fireRate;
     
     private float nextFire;
 
 
     void Start () {
         cube = GameObject.FindWithTag("Cube");
         center = cube.transform;
         transform.position = (transform.position - center.position).normalized;
         
     }
 
     void FixedUpdate()
     {
         //float moveHorizontal = Input.GetAxis ("Horizontal");
         //float moveVertical = Input.GetAxis ("Vertical");
         
         Vector3 movement = new Vector3 (Player.transform.rotation * Vector3.forward);
 
 
         GetComponent<Rigidbody>().velocity = movement * speed;
         
 //        GetComponent<Rigidbody>().position = new Vector3 
 //            (
 //                Mathf.Clamp (GetComponent<Rigidbody>().position.x, boundary.xMin, boundary.xMax), 
 //                0.0f, 
 //                Mathf.Clamp (GetComponent<Rigidbody>().position.z, boundary.zMin, boundary.zMax)
 //                );
 //        
 //        GetComponent<Rigidbody>().rotation = Quaternion.Euler (0.0f, 0.0f, GetComponent<Rigidbody> ().velocity.x * -tilt);
     }
 
 
 
     
     void Update () {
         if (Input.GetButton("Fire1")) 
         {
             transform.RotateAround (center.position, axis, rotationSpeed * Time.deltaTime);
             //desiredPosition = (transform.position - center.position).normalized * radius + center.position;
             //transform.position = Vector3.MoveTowards (transform.position, desiredPosition, Time.deltaTime * radiusSpeed);
         }
 
 
     }
 }
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Answer by Maruder · Sep 23, 2015 at 03:08 AM

@Kulture Rewrite

Vector3 movement = new Vector3 (Player.transform.rotation * Vector3.forward);

as:

Vector3 movement = Player.transform.rotation * Vector3.forward;

using the constructor for Vector3 only supports 3 float parameters: x,y,z to be entered in

i.e.

Vector3 example = new Vector3(x-component,y-component,z-component);

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Answer by sum1nil · Aug 27, 2018 at 05:09 PM

This is an old question but I ran across it looking for a quick answer so I thought I would add my solution that seems to work.

After rotating my gameObject, I used the following to move it in the rotated direction:

 float h = Input.GetAxisRaw("Horizontal");
 float v = Input.GetAxisRaw("Vertical");
 movement.Set(h, 0f, v);
 movement = movement.normalized * speed * Time.deltaTime;
 movement = transform.worldToLocalMatrix.inverse * movement;
 playerRigidbody.MovePosition(transform.position + movement);
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Answer by ricardomaroquio · Aug 31, 2018 at 02:50 PM

This is the best and simpler way in my opinion:

 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 
 public class CarController : MonoBehaviour {
     
     public float speed = 0;
 
     private void FixedUpdate()
     {
         transform.Translate(0, 0, speed * Time.deltaTime, Space.Self);
     }
 
     void Update () {
         
         if (Input.GetKey(KeyCode.UpArrow))
         {
             speed++;
         }
 
         if (Input.GetKey(KeyCode.DownArrow))
         {
             speed--;
         }
 
         if (Input.GetKey(KeyCode.LeftArrow))
         {
             transform.Rotate(0, -1, 0);
         }
 
         if (Input.GetKey(KeyCode.RightArrow))
         {
             transform.Rotate(0, 1, 0);
         }        
     }    
 }

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