Camera relative movement.

Hello guys,
I have watched some tutorials and make my object - player move with a keyboard and camera which is orbiting around that player via mouse controller but the main problem is that I cant make player move the direction of my camera looking.

THIS IS MY PLAYER

using UnityEngine;

public class PlayerController : MonoBehaviour
{

    Rigidbody rb;
    public float speed = 2.0f;

    void Start()
    {
        rb = GetComponent<Rigidbody>();
    }

    void Update()
    {
        float moveHorizontal = Input.GetAxis("Horizontal");
        float moveVertical = Input.GetAxis("Vertical");

        rb.AddForce(new Vector3(moveHorizontal, 0.0f, moveVertical) * speed);
    }
}

THIS IS MY CAMERA

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

public class ThirdPersonCamera : MonoBehaviour
{
    // Start is called before the first frame update

    private const float Y_ANGLE_MIN = -50.0f;
    private const float Y_ANGLE_MAX = 50.0f;

    public Transform lookAt;
    public Transform camTransform;

    private Camera cam;

    private float distance = 10.0f;
    private float currentX = 0.0f;
    private float currentY = 0.0f;
    private float sensivityX = 4.0f;
    private float sensivityY = 1.0f;
    private Vector3 movement;

    private void Start()
    {
        camTransform = transform;
        cam = Camera.main;
    }


    private void Update()
    {
        currentX += Input.GetAxis("Mouse X");
        currentY += Input.GetAxis("Mouse Y");
        currentY = Mathf.Clamp(currentY, Y_ANGLE_MIN, Y_ANGLE_MAX);
        Vector3 relativeMovement = Camera.main.transform.TransformVector(movement);
    }

    private void LateUpdate()
    {
        Vector3 dir = new Vector3(0, 0, -distance);
        Quaternion rotation = Quaternion.Euler(currentY, currentX, 0);
        camTransform.position = lookAt.position + rotation * dir;
        camTransform.LookAt(lookAt.position);
    }
}

Hi, and welcome to the forum.

I would recommend you to watch the series from Sebastian Lague on it. It goes over character controls, camera controls, “camera based” character controls and a lot more which you may find helpful. I’ll link you the first video i deem relevant, but feel free to start at the beginning of the series:

He starts programming the actual character controller at 6m40s. The part before is only relevant if you plan on importing his model to directly experiment around with animations as well.

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In your first script, at or about line 18, you need to put your horizontal and vertical motions into a Vector3 (the same way you do in line 19).

Then use the camera’s heading (the transform.eulerAngles.y of the Transform the Camera is attached to) and rotate that temporary movement vector by it.

Vector3 movement = new Vector3(moveHorizontal, 0.0f, moveVertical);

movement = Quaternion.Euler( 0, cameraTransform.eulerAngles.y, 0) * movement;

Now you can use movement and it will be rotated by the heading of the camera.

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I like to split out the left/right from the thing you are trying to move relative to.

Player:

public Transform _camT;

void Update()
{
    float h = Input.GetAxis("Horizontal");
    float v = Input.GetAxis("Vertical");

    Vector3 right = _camT.right * h;
    Vector3 forward = _camT.forward * v;

    rb.AddForce((right + forward) * speed);
}

You will have problems if the camera is looking at the ground. It will try to move you into the ground, instead of towards the top of the screen. You just have to use the relative of something else. Easiest way is just have an empty gameobject that is a parent of the camera, and only the camera rotates on the X axis, not the parent.

Hello please I am trying to learn how to move my character in the camera’s direction but when I move in the approach a constant forward force is being added to the body irrespective of where I move to

Hello please stop NECRO-POSTING to threads from 2019.

Instead, start with Youtube tutorials for type of game movement you want to do.

Tutorials and example code are great, but keep this in mind to maximize your success and minimize your frustration:

How to do tutorials properly, two (2) simple steps to success:

Step 1. Follow the tutorial and do every single step of the tutorial 100% precisely the way it is shown. Even the slightest deviation (even a single character!) generally ends in disaster. That’s how software engineering works. Every step must be taken, every single letter must be spelled, capitalized, punctuated and spaced (or not spaced) properly, literally NOTHING can be omitted or skipped.

Fortunately this is the easiest part to get right: Be a robot. Don’t make any mistakes.
BE PERFECT IN EVERYTHING YOU DO HERE!!

If you get any errors, learn how to read the error code and fix your error. Google is your friend here. Do NOT continue until you fix your error. Your error will probably be somewhere near the parenthesis numbers (line and character position) in the file. It is almost CERTAINLY your typo causing the error, so look again and fix it.

Step 2. Go back and work through every part of the tutorial again, and this time explain it to your doggie. See how I am doing that in my avatar picture? If you have no dog, explain it to your house plant. If you are unable to explain any part of it, STOP. DO NOT PROCEED. Now go learn how that part works. Read the documentation on the functions involved. Go back to the tutorial and try to figure out WHY they did that. This is the part that takes a LOT of time when you are new. It might take days or weeks to work through a single 5-minute tutorial. Stick with it. You will learn.

Step 2 is the part everybody seems to miss. Without Step 2 you are simply a code-typing monkey and outside of the specific tutorial you did, you will be completely lost. If you want to learn, you MUST do Step 2.

Of course, all this presupposes no errors in the tutorial. For certain tutorial makers (like Unity, Brackeys, Imphenzia, Sebastian Lague) this is usually the case. For some other less-well-known content creators, this is less true. Read the comments on the video: did anyone have issues like you did? If there’s an error, you will NEVER be the first guy to find it.

Beyond that, Step 3, 4, 5 and 6 become easy because you already understand!

Finally, when you have errors…

Remember: NOBODY here memorizes error codes. That’s not a thing. The error code is absolutely the least useful part of the error. It serves no purpose at all. Forget the error code. Put it out of your mind.

The complete error message contains everything you need to know to fix the error yourself.

The important parts of the error message are:

  • the description of the error itself (google this; you are NEVER the first one!)
  • the file it occurred in (critical!)
  • the line number and character position (the two numbers in parentheses)
  • also possibly useful is the stack trace (all the lines of text in the lower console window)

Always start with the FIRST error in the console window, as sometimes that error causes or compounds some or all of the subsequent errors. Often the error will be immediately prior to the indicated line, so make sure to check there as well.

All of that information is in the actual error message and you must pay attention to it. Learn how to identify it instantly so you don’t have to stop your progress and fiddle around with the forum.

Thank You Very Much

1 Like