Resident Evil Remastered Style Player Controller Help

Hey Every One,

Im completely new to scripting and have practically no experience outside of following tutorials seeing as im more of an artist than a coder. Im trying to implement a character controller similar to what is seen in the remakes of resident evil remastered. This basically has the player characters orientation based on the direction of a changing static camera but with the added benefit of only switching input direction once the player ahs released the move controls. Ive been working on a number of camera systems for this and am currently suing the one outlined below.

This project can be played off of this persons blog at the link below.

If you walk enough shots over you’ll see what i mean with the camera control.

Ive reached out to this person in order to see if they can provide me with more detail on how to replicate this but am curious to see if you fine people over here had any input. All the information on how he did this is quoted below from his blog.

“1. It’s just a little controller of my own I wrote up. It just gets a rotation based on where the camera is looking and multiplies the character’s motor force by that .forward and .right. I only update that rotation after a big delta in input so you can smoothly move between shots.”

So once again thank you to any and all of those who took the time to read and help me.

Did you ever find the answer, because I followed the same tutorial to create my camera system and am also trying to implement a Resident Evil Remaster style controller system.

Any help/advice would be greatly appreciated.

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I know that was a long time ago, but did you guys find the answer?

Well, the dev comment that was quoted in the OP explains it all quite well.

So you store the rotation of the camera in a Quaternion variable and use that rotation as your reference frame for your input by multiplying the right and forward axis by this rotation. So your movement is relative to the camera view. However in addition you only update your stored rotation value when the inputs change.

Example code wouldn’t help much, because this all highly depends on your camera setup. If the camera has a tilted axis, of course you want a reference rotation that is parallel to the ground, since that’s where your character is moving. So the rotation should essentially only represent the y-axis-rotation of the camera, not the tilt / pitch.