Transform.translate ignoring specific rotations

Hi!

I want to make like a overhead camera and I want it to move without reacting to specific rotations. I used “transform.Translate(Vector3.forward * speed * Time.deltaTime, Space.World);” but I got one problem with this. Since my camera is on an angle of 45 degrees and it moves a bit weird when I do this. But if I do Space.Self it would go forward and break the camera. Do anyone know what I could do?

Thanks in advance!

Make your camera a child of the object with this script, rotate the child to your desired angle. Then this script can operate in self-space (on the parent) without “moving forward” along the camera’s z.