I want to use…
Vector3.up;
Vector3.left;
Vecotr3.forward;
...
to translate my camera’s position, but the camera could be facing any direction,
eg.
(mycamera.directionOfView - defaultStartingDirectionOfView) == differnceFromDefault
newDirection == differenceFromDefault * Vector3.up;
then
camera.transform.Translate(newDirection * (velocity), Space.World);
My maths is lacking a bit so I dont have the terminology to properly explain, so feel free to use big maths words I can google later.