transform.Translate(trans.forward * speed);
That goes forward when theres no rotation, but when there is some it goes all weird and doesnt go forward
transform.Translate(trans.forward * speed);
That goes forward when theres no rotation, but when there is some it goes all weird and doesnt go forward
It moves forward relative to the object’s forward; imagine if a person moves forward, you would assume they’re always moving in the direction they’re facing. If you want it to move along a global axis, you’d use something like Vector3.forward
Thanks, I figured it out befre you posted. I guess Im getting better at bug fixing