I have a somewhat similar question to
here's code attempt 1:
public void playerMovement()
{
float horizontalInput = Input.GetAxis("Horizontal");
float verticalInput = Input.GetAxis("Vertical");
Vector3 movementx = new Vector3(horizontalInput, 0f, 0f);
Vector3 movementy = new Vector3(0f, 0f, verticalInput);
movementy = transform.forward * verticalInput;
movementx = transform.right * horizontalInput;
if (horizontalInput > 0)
{
transform.eulerAngles = new Vector3(0f, 90f, 0f);
transform.Translate(-movementx.normalized * 0.1f, Space.Self);
}
if (horizontalInput < 0)
{
transform.eulerAngles = new Vector3(0f, 270f, 0f);
transform.Translate(-movementx.normalized * 0.1f, Space.Self);
}
if (verticalInput < 0)
{
transform.eulerAngles = new Vector3(0f, 180f, 0f);
transform.Translate(movementy.normalized * 0.1f, Space.Self);
}
if (verticalInput > 0)
{
transform.eulerAngles = new Vector3(0f, 0f, 0f);
transform.Translate(movementy.normalized * 0.1f, Space.Self);
}
}
Here's code attempt 2:
public void playerMovement2()
{
Vector3 movement = new Vector3(Input.GetAxis("Horizontal"), 0f, Input.GetAxis("Vertical"));
movement = transform.TransformDirection(movement);
transform.Translate(movement.normalized * 0.1f, Space.Self);
transform.rotation = Quaternion.LookRotation(movement);
}
CodePudding user response:
I took your second attempt and modified it:
This way you will walk and look in the direction you
void Update()
{
Vector3 movement = new Vector3(Input.GetAxis("Horizontal"), 0f, Input.GetAxis("Vertical"));
transform.Translate(movement.normalized * 0.1f, Space.World);
transform.rotation = Quaternion.LookRotation(movement, Vector3.up);
}
However then the character will always "flip" back to forward -> you can solve that by only moving when new input is given
For example like this:
void Update()
{
Vector3 movement = new Vector3(Input.GetAxis("Horizontal"), 0f, Input.GetAxis("Vertical"));
if (movement.magnitude > 0f)
{
transform.Translate(movement.normalized * 0.1f, Space.World);
transform.rotation = Quaternion.LookRotation(movement, Vector3.up);
}
}