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Question by Neutral_MichaelC · Mar 14, 2020 at 02:08 PM · movementmovement scriptmovements

My controls are wierd

using System.Collections; using System.Collections.Generic; using UnityEngine;

public class Player1 : MonoBehaviour { public float Speed;

 private void Update()
 {
     PlayerMovement();
 }

 void PlayerMovement()
 {
     float hor = Input.GetAxis("Horizontal");
     float ver = Input.GetAxis("Vertical");
     Vector3 playermovement = new Vector3(hor, 0f, ver) * Speed * Time.deltaTime;
     transform.Translate(playermovement, Space.Self);
 }

}

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avatar image Bunny83 · Mar 14, 2020 at 02:57 PM 0
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Uhm please define what you understand by "wierd"... Your code should work just fine. However keep in $$anonymous$$d you apply your movement locally. So if your object is rotated "wierdly" you get "wierd" movement. Also keep in $$anonymous$$d that moving objects manually through the transform component will bypass physics. If you use some sort of rigidbody component on your object it would react to those movements but it can not handle the movement correctly. All it does is clean up the aftermath. That means if your code moves the object half a meter into a wall the physics system would detect the overlap and somehow applies seperation forces to your object(s). Those are not based on the movement you carried out since, as I said, you bypassed the physics system (if you actually use it).


You have literally zero explanation of your actual issue.

avatar image Jacobsc · Mar 14, 2020 at 03:00 PM 0
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Like bunny said we need more information of what your goal is and why you are not reaching it. Also, have you tried Vector3 forces?

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