Keep moving independently of rotation (Blend tree)

Hello, dear Unity community,
I’m playing with blend trees with my character and I’m starting to struggle a little, you can see the movement looks like this:

Current movement when pressing W

But this is what I’ve been looking to obtain for a while…
Desired movement when pressing W

https://iili.io/UoGkSR.gif
glumsparklingbeetle

My blend tree is the following

I’ve tried using InverseTransformDirection and it kind of works… but it’s buggy when I go to the corners (example: pressing W+D)

Maybe there is a correct approach to this without using InverseTransformDirection, or maybe something is wrong with my code.
I would really appreciate your help on this one, I’m super

    void Update()
    {
        float inputHorizontal = Input.GetAxis("Horizontal");
        float inputVertical = Input.GetAxis("Vertical");

        Vector3 newVelocity = new Vector3(inputHorizontal, 0.0f, inputVertical);//current movement

        Vector3    relative = newVelocity;

        if (inversetransform)
        {
            relative = transform.InverseTransformDirection(newVelocity);//desired movement (sort of...)
        }
        relative = relative.normalized * moveSpeed;

        Anim.SetFloat(hashDirX, relative.x);
        Anim.SetFloat(hashDirZ, relative.z);
    }

    private void LateUpdate()
    {
        UpdateAim();
    }
    void UpdateAim()
    {
        Vector3 mousePos = Camera.main.ScreenToWorldPoint(Input.mousePosition);
        mousePos.y = transform.position.y;
        mousePointer.transform.position = mousePos;
        float deltaY = mousePos.z - transform.position.z;
        float deltaX = mousePos.x - transform.position.x;
        float angleInDegrees = Mathf.Atan2(deltaY, deltaX) * 180 / Mathf.PI;
        transform.eulerAngles = new Vector3(0, -angleInDegrees + 90f, 0);
    }

I suggest you restructure this code a little bit.

Gather all the input intents into local variables:

left / right / up / down into a Vector3

Mouse cursor world position into another Vector3.

Once you have those captured in local variables, now it’s time to process them.

For movement you would just use direction vector as-is, no transformation.

For aiming / rotation, you would use the difference between the mouse and the player position to aim the player.

You can find the difference between vectors with subtraction:

Vector3 playerPosition ... however you get this
Vector3 mousePositionInWorld ... however you get this

Vector3 delta = mousePositionInWorld - playerPosition;

// now go on to use delta.x and delta.z in your blend trees.

When you break stuff up linearly like that, all in one single giant linear function, you can verify 100% of everything as far as flow and function, then when it all works, you can start breaking it up into helper functions, if you should choose.

You can kinda pre-break stuff within a given function by using extra sub-blocks of code if you like.

void Update()
{
    // gather input

    // process movement
    {
        // movement code
    }

    // process aiming
    {
        // aiming / turning code
    }
}

That makes it super-easy to debug by printing stuff out with Debug.Log()!

What is often happening in these cases is one of the following:

  • the code you think is executing is not actually executing at all
  • the code is executing far EARLIER or LATER than you think
  • the code is executing far LESS OFTEN than you think
  • the code is executing far MORE OFTEN than you think
  • the code is executing on another GameObject than you think it is
  • you’re getting an error or warning and you haven’t noticed it in the console window

To help gain more insight into your problem, I recommend liberally sprinkling Debug.Log() statements through your code to display information in realtime.

Doing this should help you answer these types of questions:

  • is this code even running? which parts are running? how often does it run? what order does it run in?
  • what are the values of the variables involved? Are they initialized? Are the values reasonable?
  • are you meeting ALL the requirements to receive callbacks such as triggers / colliders (review the documentation)

Knowing this information will help you reason about the behavior you are seeing.

You can also supply a second argument to Debug.Log() and when you click the message, it will highlight the object in scene, such as Debug.Log("Problem!",this);

If your problem would benefit from in-scene or in-game visualization, Debug.DrawRay() or Debug.DrawLine() can help you visualize things like rays (used in raycasting) or distances.

You can also call Debug.Break() to pause the Editor when certain interesting pieces of code run, and then study the scene manually, looking for all the parts, where they are, what scripts are on them, etc.

You can also call GameObject.CreatePrimitive() to emplace debug-marker-ish objects in the scene at runtime.

You could also just display various important quantities in UI Text elements to watch them change as you play the game.

If you are running a mobile device you can also view the console output. Google for how on your particular mobile target, such as this answer or iOS: How To - Capturing Device Logs on iOS or this answer for Android: How To - Capturing Device Logs on Android

Another useful approach is to temporarily strip out everything besides what is necessary to prove your issue. This can simplify and isolate compounding effects of other items in your scene or prefab.

Here’s an example of putting in a laser-focused Debug.Log() and how that can save you a TON of time wallowing around speculating what might be going wrong:

You must find a way to get the information you need in order to reason about what the problem is.