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Timeline for Why does this code behave strangely with different camera angles?

Current License: CC BY-SA 4.0

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Aug 9 at 19:51 comment added DMGregory I would recommend the code I linked, rather than the code you've written there. πŸ˜‰
Aug 9 at 18:53 comment added Bunabyte @DMGregory I tried doing something like moveDir = camTransform.rotation * moveDir;, but the character still only seems to move at 45 degree angles. This means that if the camera yaw is something like 30, then pressing the "up" key won't make the character face forwards relative to the camera and move them in that direction like it should.
Aug 9 at 18:22 comment added DMGregory I usually use a quaternion to define a camera-relative coordinate frame for input, and use that to rotate my input vector into world space. I'd also recommend applying acceleration/deceleration to both axes in one function call instead of separately in four
Aug 8 at 17:03 history edited Bunabyte CC BY-SA 4.0
Simplified my example code
Aug 7 at 20:24 history edited Bunabyte CC BY-SA 4.0
Add link to example project
Aug 7 at 20:04 history edited Bunabyte CC BY-SA 4.0
Only show important code snippets
Aug 7 at 7:49 history asked Bunabyte CC BY-SA 4.0

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