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Question by Timberghost · Mar 22, 2019 at 12:23 AM · movementrigidbodycamera-movementcamera rotate

Oribtal Camera Movement with Rigidbody Movement

Hello im trying to setup my character with a rigidbody system, Currently this is the result https://www.youtube.com/watch?v=UkryTgdlmv4&feature=youtu.be

BackStory: Prior to setting up my rigidbody I was using the translate to move my character around, along with translate I have a orbital camera around my character that dictates the direction my character would move, So my Forward (W) would be based on the cameras Y Direction

RigidBodies: Now needing physics, im trying to get my movement to work using rigidbodies for a start I worked on my movement with rigidbodies

 Vector3 playerMovement = new Vector3(Input.GetAxis("Horizontal"), 0.0f, Input.GetAxis("Vertical")) * speed;
 rigidbody.MovePosition(transform.localPosition + playerMovement);

This works fine with the characters movement now being dictated by rigidbodies, however from the video above you can see that my rotation above has been lost, the camera no longer dictates what way "Forward" (W) is, to solve this I tried several things

  • First i tried to set my rigidbody.rotation = transform.rotation

  • Next I tried to do

    Quaternion cam = Quaternion.Euler(0, Camera.transform.eulerAngles.y, 0); rigidbody.MoveRotation(cam);

Where I was grabbing the Cameras Y Rotation and Setting that value to the Rigidbodies Value, this did not change way forward is on the rigidbody

All im trying to do is set my rigidbody rotation to the rotation my Cameras rotationY and my Transform.rotation.y is at, sinc the rigidbody now dictates my movement, any help would be great

My Full Movement Code is Here

  void Movement() {
         if (!UI.activeSelf) {
             //Sprint 
             float speed = walkSpeed;
             if (anim.GetBool("IsSprinting")) {
                 speed = RunSpeed;
             }

         //Rotation Movement
         Quaternion cam = Quaternion.Euler(0, Camera.transform.eulerAngles.y, 0);
         rigidbody.rotation = cam;
 
             //Movement WASD
             Vector3 playerMovement = new Vector3(Input.GetAxis("Horizontal"), 0.0f, Input.GetAxis("Vertical")) * speed;
 rigidbody.MovePosition(transform.localPosition + playerMovement);

             //Rotation In place
             if (playerMovement != Vector3.zero) {
                 transform.localRotation = Quaternion.Euler(transform.rotation.x, Camera.transform.eulerAngles.y, transform.rotation.z);
             }
         }
     }

This is being ran in my FixedUpdate

Question: How to have my Forward(W) be ran based on rigidbodys Y Rotation

Ive been trying to fix this for a few days any help would be great

The Camera is A Orbital Camera

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