Rolling ball spherical terrain relative controls - C#

69706-sans-titre-2.jpg

Ok I takes everything from the beginning.

I have a camera following my player (a rolling ball) around a planet with a gravity script. Everything works fine, except for the controls.
Depending on where I am on the planet directions are reversed, they do anything …

Below the script controller. I tried all full of things, nothing works. The controls are not related to the camera … How to do that?

Thanks for your help.

using UnityEngine;
using System.Collections;
using UnityStandardAssets.CrossPlatformInput;

public class PlayerController : MonoBehaviour
{

    PhotonView view;
    public Ball ball;

    private Transform cam; // A reference to the main camera in the scenes transform
    private Vector3 camForward; // The current forward direction of the camera
    private bool jump; // whether the jump button is currently pressed
    private Vector3 move; // the world-relative desired move direction, calculated from the camForward and user input.

    private void Awake()
    {
        // Set up the reference.
        ball = GetComponent<Ball>();

        // get the transform of the main camera
        if (Camera.main != null)
        {
            cam = Camera.main.transform;

            //cam = cam.transform;
        }
        else
        {
            Debug.LogWarning(
                "Warning: no main camera found. Ball needs a Camera tagged \"MainCamera\", for camera-relative controls.");
            // we use world-relative controls in this case, which may not be what the user wants, but hey, we warned them!
        }
    }

    // Use this for initialization
    void Start()
    {
        view = GetComponent<PhotonView>();
    }

    // Update is called once per frame
    void Update()
    {
        if (view.isMine)
        {
            // Get the axis and jump input.

            float h = CrossPlatformInputManager.GetAxis("Horizontal");
            float v = CrossPlatformInputManager.GetAxis("Vertical");
            jump = CrossPlatformInputManager.GetButton("Jump");


            // calculate move direction
            if (cam != null)
            {
                // calculate camera relative direction to move:



                camForward = Vector3.Scale(cam.forward, new Vector3(3, 0, 1)).normalized;
                move = (v * camForward + h * cam.right).normalized;
                //move = (v * Vector3.forward + h * Vector3.right).normalized;
            }
            else
            {
                // we use world-relative directions in the case of no main camera
                //move = (v * Vector3.forward + h * Vector3.right).normalized;
                Debug.Log("no camera");
            }

            Vector3 movement = new Vector3(h, 0.0f, v);
            movement = Camera.main.transform.TransformDirection(movement);

            ball.Move(move, jump);
            jump = false;
        }

    }

    void FixedUpdate()
    {
       

    }
}

And The ball script :

using System;
using UnityEngine;
using UnityStandardAssets.CrossPlatformInput;

public class Ball : MonoBehaviour
    {
        [SerializeField]
        private float m_MovePower = 5; // The force added to the ball to move it.
        [SerializeField]
        private bool m_UseTorque = false; // Whether or not to use torque to move the ball.
        [SerializeField]
        private float m_MaxAngularVelocity = 25; // The maximum velocity the ball can rotate at.
        [SerializeField]
        private float m_JumpPower = 2; // The force added to the ball when it jumps.

        private const float k_GroundRayLength = 1f; // The length of the ray to check if the ball is grounded.
        private Rigidbody m_Rigidbody;


        private void Start()
        {
            m_Rigidbody = GetComponent<Rigidbody>();
            // Set the maximum angular velocity.
            GetComponent<Rigidbody>().maxAngularVelocity = m_MaxAngularVelocity;
        }


        public void Move(Vector3 moveDirection, bool jump)
        {
            // If using torque to rotate the ball...
            if (m_UseTorque)
            {
                // ... add torque around the axis defined by the move direction.
                m_Rigidbody.AddTorque(new Vector3(moveDirection.z, 0, -moveDirection.x) * m_MovePower);
         
        }
            else
            {
            // Otherwise add force in the move direction.
            
            m_Rigidbody.AddForce(moveDirection * m_MovePower);
            }

            // If on the ground and jump is pressed...
            if (Physics.Raycast(transform.position, -Vector3.up, k_GroundRayLength) && jump)
            {
                // ... add force in upwards.
                m_Rigidbody.AddForce(Vector3.up * m_JumpPower, ForceMode.Impulse);
            }
        }
    }

I’m not a programmer but I’m trying to solve a similar problem, I believe you could conceptually think about building a head for your ball like the star wars BB8 head.
the head must always be in the opposite position to the gravity of your planet and the nape always facing the camera, now you have the necessary coordinates to roll your ball correctly.
Hope this helps.

Can you share your gravity script?