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Question by StarlingSoftworksInteractive · Mar 29, 2017 at 07:50 AM · c#scripting problemscripting beginnerbeginnermovement script

How to move the object to where the object is already pointing to?

Hey guys, I created a script for my player, so he can rotate on the z axis on "Rotation" (a, d) and player can move left to right on Horizontal (Left Arrow, Right Arrow). I also set it so the player is automatically moving up. I am wondering if I rotated left or right on z axis, how am I able to move the player to that direction because right now when I rotate left or right, the player still moves straight up.

Here is my Code

     // Player Speed
     float speed = 450;
     float forwardSpeed = 40;
     float rotateSpeed = 100;
     // Player Rigidbody
     Rigidbody2D rb;
     // Launch Button, Launch Button Gameobject and set launch to false
     public GameObject launchButton;
     Button lb;
     bool launch = false;
 
     void Start () {
         // Get Rigidbody and button component from gameObject
         rb = GetComponent<Rigidbody2D>();
         lb = launchButton.GetComponent<Button>();
     }
     
     void FixedUpdate () {
         // Set player movement controls
         float Horizontal = Input.GetAxis("Horizontal");
         float Rotation = Input.GetAxis("Rotation");
         //Launch Button (on click go to LaunchButton method)
         lb.onClick.AddListener(this.LaunchButton);
 
         if (launch == true) // if launch equals true then 
         {
             //move player upwards, left or right;
             rb.velocity = new Vector3(Horizontal * speed, forwardSpeed, 0) * Time.deltaTime;
 
             //rotate player left or right
             transform.Rotate(0, 0, Input.GetAxis("Rotation") * rotateSpeed * Time.deltaTime);
         }
 
 
     }

Thanks guys for your help

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Answer by UnityCoach · Mar 29, 2017 at 09:41 AM

Transform.Translate using Space.Self, or if you use Physics, RigidBody.AddRelativeForce.

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avatar image UnityCoach · Mar 29, 2017 at 09:44 AM 0
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By the way, if you use Physics, you may prefer to use Rigidbody.AddTorque() over transform.Rotate().

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