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Question by mohamedalryanwd · Nov 08, 2021 at 08:12 PM · unity 5camerarotation3dcharactercontroller

player rotate to camera direction but not moving in it's direction

So i have the character that moves Horizontal and vertical + it's facing the camera direction, although when i start moving it doesn't move in the camera direction no matter where i look. sorry if it sound like a stupid question i'm still newbie here :)

     [SerializeField] float archerSpeed = 3f;
     [SerializeField] float archerSprintSpeed = 6f;
     [SerializeField] float jumpHeight = 1f;
     [SerializeField] float smooth = 5f;
     [SerializeField] float tiltAngle = 60f;
     float gravityValue = -9.81f;
     bool groundedPlayer;
 
     // Refrences
     CharacterController characterController;
     Vector3 playerVelocity;
     Animator anim;
 
     private void Start()
     {
         transform.rotation = Quaternion.LookRotation(Camera.main.transform.forward, Camera.main.transform.up);
 
         characterController = GetComponent<CharacterController>();
         anim = GetComponent<Animator>();
     }
     private void Update()
     {
         anim.SetFloat("Speed", 0f);
 
 
         GroundedPlayer();
         ArcherMoves();
         ArcherSprint();
         //ArcherJump();
         ArcherRotation();
     }
 
     private void ArcherRotation()
     {
 
         float tiltAroundZ = Input.GetAxis("Horizontal") * tiltAngle;
         float tiltAroundX = Input.GetAxis("Vertical") * tiltAngle;
         transform.Translate(Vector3.forward.normalized * archerSpeed);
 
 
 
         Quaternion target = Quaternion.Euler(tiltAroundX, 0, tiltAroundZ);
 
         transform.rotation = Quaternion.Slerp(transform.localRotation, target, Time.deltaTime * smooth);
     }
 
     private void GroundedPlayer()
     {
 
         if(groundedPlayer && playerVelocity.y <0)
         {
             playerVelocity.y = 0f;
 
         }
         playerVelocity.y += gravityValue * Time.deltaTime;
         characterController.Move(playerVelocity * Time.deltaTime);
     }
 
     private void ArcherMoves()
     {
         transform.localEulerAngles = new Vector3(transform.localEulerAngles.x, Camera.main.transform.localEulerAngles.y, transform.localEulerAngles.z);
 
         Vector3 move = new Vector3(Input.GetAxis("Horizontal"), 0, Input.GetAxis("Vertical"));
         characterController.Move(move * archerSpeed * Time.deltaTime);
 
         if (move != Vector3.zero)
         {
             anim.SetFloat("Speed", 0.5f);
 
             gameObject.transform.forward = move * archerSpeed;
         }
     }
 
     private void ArcherSprint()
     {
         Vector3 move = new Vector3(Input.GetAxis("Horizontal"), 0, Input.GetAxis("Vertical"));
         characterController.Move(move * archerSprintSpeed * Time.deltaTime);
 
         if (move != Vector3.zero && Input.GetKey(KeyCode.LeftShift))
         {
             anim.SetFloat("Speed", 1f);
             gameObject.transform.forward = move;
             print("Sprinting");
         }
     }
     private void ArcherJump()
     {
         if(Input.GetKeyDown(KeyCode.Space) && groundedPlayer)
         {
             playerVelocity.y += Mathf.Sqrt(jumpHeight * -3f * gravityValue);
             print("Jumping");
         }
     }

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