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Question by matta9001 · Mar 08, 2014 at 05:48 AM · javascriptanimatornoob

Translate Globally rather than locally

So i wrote a script to make it so that i can control a space ship left and right. And its not the best script but then again i'm pretty new to this so don't be suprised if it is bad. But since i have an animation that also plays when it moves it changes the axis along with the animation, so instead of going to the left it goes in a circle. Here is the script #pragma strict

 var isIdle = true;
 var isLeft = false;
 var isRight = false;
 
 function Update () {
     var translation : float = Time.deltaTime * 5;
     gameObject.animation.wrapMode = WrapMode.Loop;
     
     if (Input.GetKeyDown(KeyCode.A)){
     isIdle = false;
     isLeft = true;
     isRight = false;
     }
     if (Input.GetKeyDown(KeyCode.D)){
     isIdle = false;
     isLeft = false;
     isRight = true;
     }
     if (Input.GetKeyUp(KeyCode.A)){
     isIdle = true;
     isLeft = false;
     isRight = false;
     }
     if (Input.GetKeyUp(KeyCode.D)){
     isIdle = true;
     isLeft = false;
     isRight = false;
     }
     if (isIdle == true) {
         gameObject.animation.Play("Idle");
     }
     if (isLeft == true){
         gameObject.animation.Play("MoveLeft");
         transform.Translate (translation,0,0);
     }
     if (isRight == true){
         gameObject.animation.Play("MoveRight");
         transform.Translate (0,0,translation);
     }


help?

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Answer by robertbu · Mar 08, 2014 at 06:52 AM

You can change Transform.Translate() to use world coordinates by adding the Space.World parameter:

  transform.Translate (0,0,translation, Space.World);

Or you can calculate the position directly:

  transform.position += Vector3(0,0,translation);

Or even:

  transform.position.z += translation;
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