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Question by $$anonymous$$ · Nov 16, 2020 at 11:04 PM · player movementcamera-lookcamera followcamera rotation

camera not rotating with body

instead of walking in the direction where im looking, the wasd keys are like bounded to axis of the 3d world, and dont rotate as the player turns around. What to do?

Movement Script:

public class Movement : MonoBehaviour {

 public float speed;

 public Rigidbody rig;

 private void Start()
 {
     Camera.main.enabled = false;
     rig = GetComponent<Rigidbody>();
 }


 // Update is called once per frame
 void FixedUpdate()
 {
     float t_hmove = Input.GetAxisRaw("Horizontal");
     float t_vmove = Input.GetAxisRaw("Vertical");

     Vector3 t_direction = new Vector3(t_hmove, 0, t_vmove);
     t_direction.Normalize();

     rig.velocity = transform.TransformDirection(t_direction) * speed * Time.deltaTime;
 }

}

looking script:

public class Look : MonoBehaviour { public static bool cursorLocked = true;

 public Transform player;
 public Transform cams;

 public float xSensitivity;
 public float ySensitivity;
 public float maxAngle;

 private Quaternion camCenter;

 // Start is called before the first frame update
 void Start()
 {
     camCenter = cams.localRotation; //set rotation origin for cameras to camCenter
 }

 // Update is called once per frame, t_ = temporär
 void Update()
 {
     SetY();
     SetX();
     UpdateCursorLock();
 }

 void SetY() {

     float t_input = Input.GetAxis("Mouse Y") * ySensitivity * Time.deltaTime;
     Quaternion t_adj = Quaternion.AngleAxis(t_input, -Vector3.right);
     Quaternion t_delta = cams.localRotation * t_adj;

     if (Quaternion.Angle(camCenter, t_delta) < maxAngle) {
         cams.localRotation = t_delta;
     }

     
 }

 void SetX()
 {

     float t_input = Input.GetAxis("Mouse X") * xSensitivity * Time.deltaTime;
     Quaternion t_adj = Quaternion.AngleAxis(t_input, Vector3.up);
     Quaternion t_delta = cams.localRotation * t_adj;
     cams.localRotation = t_delta;
     


 }

 void UpdateCursorLock() {
     if(cursorLocked)
     {
         Cursor.lockState = CursorLockMode.Locked;
         Cursor.visible = false;

         if(Input.GetKeyDown(KeyCode.Escape)) {
             cursorLocked = false;
            }
     }
     else {
         Cursor.lockState = CursorLockMode.None;
         Cursor.visible = true;

         if (Input.GetKeyDown(KeyCode.Escape))
         {
             cursorLocked = true;
         }
     }
 }

}

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