So I have a simple script to move a character. The problem is that no matter where i'm looking at (my y rotation) it always makes me go the direction if I try to go forward, but I want it to go toward where i'm looking when I go forward or relative to where i'm looking for any direction. HOw can I do this ? (also I do not want to use a already existing fps controller) transform.forward works but only if I go forward or backward, not for left right or diagonal. (placed on player)
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class player : MonoBehaviour
{
public float speed;
Rigidbody rb;
void Start()
{
rb = gameObject.GetComponent<Rigidbody>();
}
void Update()
{
float x = Input.GetAxis("Horizontal");
float z = Input.GetAxis("Vertical");
rb.velocity = new Vector3(x*speed.rb.velocity.y,z*speed);
}
}
for my camera, I am using a script I found online: (placed on player)
using System;
using UnityEngine;
public class mouseLook : MonoBehaviour
{
public enum RotationAxes { MouseXAndY = 0, MouseX = 1, MouseY = 2 }
public RotationAxes axes = RotationAxes.MouseXAndY;
public float sensitivityX = 15F;
public float sensitivityY = 15F;
public float minimumX = -360F;
public float maximumX = 360F;
public float minimumY = -60F;
public float maximumY = 60F;
Rigidbody rigidbody;
float rotationY = 0F;
void Update ()
{
if (axes == RotationAxes.MouseXAndY)
{
float rotationX = transform.localEulerAngles.y + Input.GetAxis("Mouse
X") * sensitivityX;
rotationY += Input.GetAxis("Mouse Y") * sensitivityY;
rotationY = Mathf.Clamp (rotationY, minimumY, maximumY);
transform.localEulerAngles = new Vector3(-rotationY, rotationX, 0);
}
else if (axes == RotationAxes.MouseX)
{
transform.Rotate(0, Input.GetAxis("Mouse X") * sensitivityX, 0);
}
else
{
rotationY += Input.GetAxis("Mouse Y") * sensitivityY;
rotationY = Mathf.Clamp (rotationY, minimumY, maximumY);
transform.localEulerAngles = new Vector3(-rotationY,
transform.localEulerAngles.y, 0);
}
}
void Start ()
{
Cursor.lockState = CursorLockMode.Locked;
rigidbody = gameObject.GetComponent<Rigidbody>();
if(GetComponent<Rigidbody>())
{
GetComponent<Rigidbody>().freezeRotation = true;
}
}
}