Player and Camera movement

Hi,
I’ve been trying to write scripts for player and camera movements and I can’t make them work properly… I managed to get my character to face the direction of the camera but it’s not moving towards that direction. When I go forward, it’s moving along the original z axis. Can you at least tell me which part is wrong or where am I missing something? here’s a vid to show you how it looks like atm:

Test Vid

And here are the scripts I’m using:

Player Movement

using UnityEngine;

public class PlayerMovement : MonoBehaviour
{
    public float speed = 6f;

    Vector3 movement;
    Animator anim;
    Rigidbody playerRigidbody;
    int floorMask;
    float camRayLenght = 100f;


    void Awake()
    {
        floorMask = LayerMask.GetMask ("Floor");
        anim = GetComponent<Animator>();
        playerRigidbody = GetComponent<Rigidbody> ();

    }
    void FixedUpdate()
    {
        float h = Input.GetAxisRaw ("Horizontal");
        float v = Input.GetAxisRaw ("Vertical");

        Move (h, v);
        Turning ();
        Animating (h,v);

        //    if(h != 0 || v != 0) // CHARACTER ROTATION WHILE MOVING
        //{
        //    transform.rotation = Quaternion.LookRotation(movement);
        //}
        if(Input.GetButton("Vertical")) 
        {
                    transform.rotation = Quaternion.Euler(0,Camera.main.transform.eulerAngles.y,0);
        } 
        else 
        {
            transform.Rotate(0,Input.GetAxis("Horizontal") * v * Time.deltaTime, 0);
        }
    }
    void Move (float h, float v)
    {

            movement.Set (h, 0f, v);
            movement = movement.normalized * speed * Time.deltaTime;
            playerRigidbody.MovePosition (transform.position + movement);


    }
    void Turning()
    {
        Ray camRay = Camera.main.ScreenPointToRay(Input.mousePosition);

        RaycastHit floorHit;

        if(Physics.Raycast (camRay, out floorHit, camRayLenght, floorMask))
        {
            Vector3 playerToMouse = floorHit.point - transform.position;
            playerToMouse.y = 0f;

            Quaternion newRotation = Quaternion.LookRotation (playerToMouse);
            playerRigidbody.MoveRotation (newRotation);

        }
    }
    void Animating(float h, float v)
    {
        bool walking = h != 0f || v != 0f;
        anim.SetBool ("IsWalking", walking);
        bool slide = Input.GetButton("Jump");
        anim.SetBool ("Attacking", slide);
    }
}

Camera Follow(FIXED)

using UnityEngine;
using System.Collections;

//[AddComponentMenu("Camera-Control/Mouse drag Orbit with zoom")]
public class rotateonmouse : MonoBehaviour
{
    public Transform target;
    public float distance = 5.0f;
    public float xSpeed = 120.0f;
    public float ySpeed = 120.0f;
 
    public float yMinLimit = -20f;
    public float yMaxLimit = 80f;
 
    public float distanceMin = .5f;
    public float distanceMax = 15f;
 
    public float smoothTime = 2f;
 
    float rotationYAxis = 0.0f;
    float rotationXAxis = 0.0f;
 
    float velocityX = 0.0f;
    float velocityY = 0.0f;
 
    // Use this for initialization
    void Start()
    {
        Vector3 angles = transform.eulerAngles;
        rotationYAxis = angles.y;
        rotationXAxis = angles.x;
     
        // Make the rigid body not change rotation
        if (GetComponent<Rigidbody>())
        {
            GetComponent<Rigidbody>().freezeRotation = true;
        }
    }
 
    void LateUpdate()
    {
        if (target)
     
            {
                velocityX += xSpeed * Input.GetAxis("Mouse X") * 0.02f;
                velocityY += ySpeed * Input.GetAxis("Mouse Y") * 0.02f;
            }
 
            rotationYAxis += velocityX;
            rotationXAxis -= velocityY;
         
         
            Quaternion toRotation = Quaternion.Euler(rotationXAxis, rotationYAxis, 0);
            Quaternion rotation = toRotation;
         
         
         
            Vector3 negDistance = new Vector3(-0.26f, 0.3f, -distance);
            Vector3 position = rotation * negDistance + target.position;
         
            transform.rotation = rotation;
            transform.position = position;
         
            velocityX = Mathf.Lerp(velocityX, 0, Time.deltaTime * smoothTime);
            velocityY = Mathf.Lerp(velocityY, 0, Time.deltaTime * smoothTime);
        }

     


    public static float ClampAngle(float angle, float min, float max)
    {
        if (angle < -360F)
            angle += 360F;
        if (angle > 360F)
            angle -= 360F;
        return Mathf.Clamp(angle, min, max);

}
}

Thank you

Edit:

OK, I fixed the camera… now I only need to make the player route rotate as it goes forward

You might have more luck using a Character Controller instead of manipulating the rigidbody directly. It was built specifically for your use case.

I give up… I’ve been at this for days and just can’t make this thing work. Guess I have to write everything from the scratch to make it work with character controller instead…