How to access other classes from the Mouse Look Script - c#

Can you help me access variables from other classes from the Mouse Look Script because I cant seem to seem to reference other classes (mainly the ones I created).
Any help would be appreciated.
private Quaternion m_CharacterTargetRot;
private Quaternion m_CameraTargetRot;
private bool m_cursorIsLocked = true;
private int LeftCounter ;
private int RightCounter;
public void Init(Transform character, Transform camera)
{
m_CharacterTargetRot = character.localRotation;
m_CameraTargetRot = camera.localRotation;
}
public void LookRotation(Transform character, Transform camera)
{
float yRot = CrossPlatformInputManager.GetAxis("Mouse X") * XSensitivity;
float xRot = CrossPlatformInputManager.GetAxis("Mouse Y") * YSensitivity;
m_CharacterTargetRot *= Quaternion.Euler (0f, yRot, 0f);
m_CameraTargetRot *= Quaternion.Euler (-xRot, 0f, 0f);
// Declaring focused rotations
Vector3 CharToTar = target.position - character.position;
Quaternion CharRotate = Quaternion.LookRotation (CharToTar);
if (WitchRotation) {
if (LeftCounter >= 50) {
LeftCounter = 0;
Debug.Log ("Witch Stare");
m_CharacterTargetRot = CharRotate;
m_CameraTargetRot *= Quaternion.Euler (-xRot, 0f, 0f);
}
character.rotation = m_CharacterTargetRot;
camera.localRotation = m_CameraTargetRot;
} else {
if (clampVerticalRotation)
m_CameraTargetRot = ClampRotationAroundXAxis (m_CameraTargetRot);
if (smooth) {
character.localRotation = Quaternion.Slerp (character.localRotation, m_CharacterTargetRot,
smoothTime * Time.deltaTime);
camera.localRotation = Quaternion.Slerp (camera.localRotation, m_CameraTargetRot,
smoothTime * Time.deltaTime);
} else {
character.localRotation = m_CharacterTargetRot;
camera.localRotation = m_CameraTargetRot;
}
}
// to detect rotation distance the camera rotated
if(Input.GetAxis("Mouse X") < 0){
LeftCounter++; //Left rotation distance
Debug.Log("Moved left " + LeftCounter + " times");
}
if(Input.GetAxis("Mouse X") > 0){
RightCounter++; //Right rotation distance
Debug.Log("Mouse right " + RightCounter + " times");
Debug.Log(RightCounter);
}
UpdateCursorLock();
}
public void SetCursorLock(bool value)
{
lockCursor = value;
if(!lockCursor)
{//we force unlock the cursor if the user disable the cursor locking helper
Cursor.lockState = CursorLockMode.None;
Cursor.visible = true;
}
}
public void UpdateCursorLock()
{
//if the user set "lockCursor" we check & properly lock the cursos
if (lockCursor)
InternalLockUpdate();
}
private void InternalLockUpdate()
{
if(Input.GetKeyUp(KeyCode.Escape))
{
m_cursorIsLocked = false;
}
else if(Input.GetMouseButtonUp(0))
{
m_cursorIsLocked = true;
}
if (m_cursorIsLocked)
{
Cursor.lockState = CursorLockMode.Locked;
Cursor.visible = false;
}
else if (!m_cursorIsLocked)
{
Cursor.lockState = CursorLockMode.None;
Cursor.visible = true;
}
}
Quaternion ClampRotationAroundXAxis(Quaternion q)
{
q.x /= q.w;
q.y /= q.w;
q.z /= q.w;
q.w = 1.0f;
float angleX = 2.0f * Mathf.Rad2Deg * Mathf.Atan (q.x);
angleX = Mathf.Clamp (angleX, MinimumX, MaximumX);
q.x = Mathf.Tan (0.5f * Mathf.Deg2Rad * angleX);
return q;
}

How to access other classes
Maybe you you are asking how to access variables/functions from another Class. The variable or function you want to access must be public not private.
public class ScriptA : MonoBehaviour{
public int playerScore = 0;
void Start()
{
}
public void doSomething()
{
}
}
Access variable playerScore in ScriptA from ScriptB.
public class ScriptB : MonoBehaviour{
ScriptA scriptInstance = null;
void Start()
{
GameObject tempObj = GameObject.Find("NameOfGameObjectScriptAIsAttachedTo");
scriptInstance = tempObj.GetComponent<ScriptA>();
//Access playerScore variable from ScriptA
scriptInstance.playerScore = 5;
//Call doSomething() function from ScriptA
scriptInstance.doSomething();
}
}

Related

3D fps Game with gun adding recoil

I wanted to add Guns with recoil to my 3d fps game. It worked but for some reason all the time when i look completely downwards i walk backwards or frontwards. This only happens when the gun is active.
The Gun Script:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class GunScript : MonoBehaviour
{
[SerializeField] float Recoil = 500f;
[SerializeField] float TimeTillNextShoot;
[SerializeField] float Range = 100f;
[SerializeField] Transform GunTipposition;
[SerializeField] float recoilRadius = 100f;
public Camera PlayerCamera;
public Rigidbody rbPlayer;
private void Update()
{
Shoot();
}
public void Shoot()
{
if (Input.GetButtonDown("Fire1"))
{
RaycastHit hit;
if(Physics.Raycast(PlayerCamera.transform.position, PlayerCamera.transform.forward, out hit, Range))
{
Debug.Log(hit.transform.name);
Enemy Enemytarget = hit.transform.GetComponent<Enemy>();
if(Enemytarget != null)
{
Enemytarget.TakeDamage(true);
}
}
if (gameObject.CompareTag("ShotGun"))
{
Transform RecoilPosition = GunTipposition.transform;
rbPlayer.AddExplosionForce(Recoil, RecoilPosition.position, recoilRadius);
}
}
}
}
The player Movement:
// Some stupid rigidbody based movement by Dani
using System;
using UnityEngine;
public class PlayerMovement : MonoBehaviour
{
[Header("Assignables")]
[Tooltip("this is a reference to the MainCamera object, not the parent of it.")]
public Transform playerCam;
[Tooltip("reference to orientation object, needed for moving forward and not up or something.")]
public Transform orientation;
[Tooltip("LayerMask for ground layer, important because otherwise the collision detection wont know what ground is")]
public LayerMask whatIsGround;
private Rigidbody rb;
[Header("Rotation and look")]
private float xRotation;
[Tooltip("mouse/look sensitivity")]
public float sensitivity = 50f;
private float sensMultiplier = 1.5f;
[Header("Movement")]
[Tooltip("additive force amount. every physics update that forward is pressed, this force (multiplied by 1/tickrate) will be added to the player.")]
public float moveSpeed = 4500;
[Tooltip("maximum local velocity before input is cancelled")]
public float maxSpeed = 20;
[Tooltip("normal countermovement when not crouching.")]
public float counterMovement = 0.175f;
private float threshold = 0.01f;
[Tooltip("the maximum angle the ground can have relative to the players up direction.")]
public float maxSlopeAngle = 35f;
private Vector3 crouchScale = new Vector3(1, 0.5f, 1);
private Vector3 playerScale;
[Tooltip("forward force for when a crouch is started.")]
public float slideForce = 400;
[Tooltip("countermovement when sliding. this doesnt work the same way as normal countermovement.")]
public float slideCounterMovement = 0.2f;
private bool readyToJump = true;
private float jumpCooldown = 0.25f;
[Tooltip("this determines the jump force but is also applied when jumping off of walls, if you decrease it, you may end up being able to walljump and then get back onto the wall leading to infinite height.")]
public float jumpForce = 550f;
float x, y;
bool jumping;
private Vector3 normalVector = Vector3.up;
[Header("Wallrunning")]
private float actualWallRotation;
private float wallRotationVel;
private Vector3 wallNormalVector;
[Tooltip("when wallrunning, an upwards force is constantly applied to negate gravity by about half (at default), increasing this value will lead to more upwards force and decreasing will lead to less upwards force.")]
public float wallRunGravity = 1;
[Tooltip("when a wallrun is started, an upwards force is applied, this describes that force.")]
public float initialForce = 20f;
[Tooltip("float to choose how much force is applied outwards when ending a wallrun. this should always be greater than Jump Force")]
public float escapeForce = 600f;
private float wallRunRotation;
[Tooltip("how much you want to rotate the camera sideways while wallrunning")]
public float wallRunRotateAmount = 10f;
[Tooltip("a bool to check if the player is wallrunning because thats kinda necessary.")]
public bool isWallRunning;
[Tooltip("a bool to determine whether or not to actually allow wallrunning.")]
public bool useWallrunning = true;
[Header("Collisions")]
[Tooltip("a bool to check if the player is on the ground.")]
public bool grounded;
[Tooltip("a bool to check if the player is currently crouching.")]
public bool crouching;
private bool surfing;
private bool cancellingGrounded;
private bool cancellingSurf;
private bool cancellingWall;
private bool onWall;
private bool cancelling;
public static PlayerMovement Instance { get; private set; }
void Awake()
{
Instance = this;
rb = GetComponent<Rigidbody>();
//Create a physic material with no friction to allow for wallrunning and smooth movement not being dependant
//and smooth movement not being dependant on the in-built unity physics engine, apart from collisions.
PhysicMaterial mat = new PhysicMaterial("tempMat");
mat.bounceCombine = PhysicMaterialCombine.Average;
mat.bounciness = 0;
mat.frictionCombine = PhysicMaterialCombine.Minimum;
mat.staticFriction = 0;
mat.dynamicFriction = 0;
gameObject.GetComponent<Collider>().material = mat;
}
void Start()
{
playerScale = transform.localScale;
Cursor.lockState = CursorLockMode.Locked;
Cursor.visible = false;
readyToJump = true;
wallNormalVector = Vector3.up;
}
private void FixedUpdate()
{
Movement();
}
private void Update()
{
MyInput();
Look();
}
private void LateUpdate()
{
//call the wallrunning Function
WallRunning();
WallRunRotate();
}
private void WallRunRotate()
{
FindWallRunRotation();
float num = 12f;
actualWallRotation = Mathf.SmoothDamp(actualWallRotation, wallRunRotation, ref wallRotationVel, num * Time.deltaTime);
playerCam.localRotation = Quaternion.Euler(playerCam.rotation.eulerAngles.x, playerCam.rotation.eulerAngles.y, actualWallRotation);
}
/// <summary>
/// Find user input. Should put this in its own class but im lazy
/// </summary>
private void MyInput()
{
x = Input.GetAxisRaw("Horizontal");
y = Input.GetAxisRaw("Vertical");
jumping = Input.GetButton("Jump");
crouching = Input.GetKey(KeyCode.LeftControl);
//Crouching
if (Input.GetKeyDown(KeyCode.LeftControl))
StartCrouch();
if (Input.GetKeyUp(KeyCode.LeftControl))
StopCrouch();
}
private void StartCrouch()
{
transform.localScale = crouchScale;
transform.position = new Vector3(transform.position.x, transform.position.y - 0.5f, transform.position.z);
if (rb.velocity.magnitude > 0.2f && grounded)
{
if (grounded)
{
rb.AddForce(orientation.transform.forward * slideForce);
}
}
}
private void StopCrouch()
{
transform.localScale = playerScale;
transform.position = new Vector3(transform.position.x, transform.position.y + 0.5f, transform.position.z);
}
private void Movement()
{
//Extra gravity
rb.AddForce(Vector3.down * Time.deltaTime * 10);
//Find actual velocity relative to where player is looking
Vector2 mag = FindVelRelativeToLook();
float xMag = mag.x, yMag = mag.y;
//Counteract sliding and sloppy movement
CounterMovement(x, y, mag);
//If holding jump && ready to jump, then jump
if (readyToJump && jumping) Jump();
//Set max speed
float maxSpeed = this.maxSpeed;
//If sliding down a ramp, add force down so player stays grounded and also builds speed
if (crouching && grounded && readyToJump)
{
rb.AddForce(Vector3.down * Time.deltaTime * 3000);
return;
}
//If speed is larger than maxspeed, cancel out the input so you don't go over max speed
if (x > 0 && xMag > maxSpeed) x = 0;
if (x < 0 && xMag < -maxSpeed) x = 0;
if (y > 0 && yMag > maxSpeed) y = 0;
if (y < 0 && yMag < -maxSpeed) y = 0;
//Some multipliers
float multiplier = 1f, multiplierV = 1f;
// Movement in air
if (!grounded)
{
multiplier = 0.5f;
multiplierV = 0.5f;
}
// Movement while sliding
if (grounded && crouching) multiplierV = 0f;
//Apply forces to move player
rb.AddForce(orientation.transform.forward * y * moveSpeed * Time.deltaTime * multiplier * multiplierV);
rb.AddForce(orientation.transform.right * x * moveSpeed * Time.deltaTime * multiplier);
}
private void Jump()
{
if ((grounded || isWallRunning || surfing) && readyToJump)
{
MonoBehaviour.print("jumping");
Vector3 velocity = rb.velocity;
readyToJump = false;
rb.AddForce(Vector2.up * jumpForce * 1.5f);
rb.AddForce(normalVector * jumpForce * 0.5f);
if (rb.velocity.y < 0.5f)
{
rb.velocity = new Vector3(velocity.x, 0f, velocity.z);
}
else if (rb.velocity.y > 0f)
{
rb.velocity = new Vector3(velocity.x, velocity.y / 2f, velocity.z);
}
if (isWallRunning)
{
rb.AddForce(wallNormalVector * jumpForce * 3f);
}
Invoke("ResetJump", jumpCooldown);
if (isWallRunning)
{
isWallRunning = false;
}
}
}
private void ResetJump()
{
readyToJump = true;
}
private float desiredX;
private void Look()
{
float mouseX = Input.GetAxis("Mouse X") * sensitivity * Time.fixedDeltaTime * sensMultiplier;
float mouseY = Input.GetAxis("Mouse Y") * sensitivity * Time.fixedDeltaTime * sensMultiplier;
//Find current look rotation
Vector3 rot = playerCam.transform.localRotation.eulerAngles;
desiredX = rot.y + mouseX;
//Rotate, and also make sure we dont over- or under-rotate.
xRotation -= mouseY;
float clamp = 89.5f;
xRotation = Mathf.Clamp(xRotation, -clamp, clamp);
//Perform the rotations
playerCam.transform.localRotation = Quaternion.Euler(xRotation, desiredX, 0);
orientation.transform.localRotation = Quaternion.Euler(0, desiredX, 0);
}
private void CounterMovement(float x, float y, Vector2 mag)
{
if (!grounded || jumping) return;
//Slow down sliding
if (crouching)
{
rb.AddForce(moveSpeed * Time.deltaTime * -rb.velocity.normalized * slideCounterMovement);
return;
}
//Counter movement
if (Math.Abs(mag.x) > threshold && Math.Abs(x) < 0.05f || (mag.x < -threshold && x > 0) || (mag.x > threshold && x < 0))
{
rb.AddForce(moveSpeed * orientation.transform.right * Time.deltaTime * -mag.x * counterMovement);
}
if (Math.Abs(mag.y) > threshold && Math.Abs(y) < 0.05f || (mag.y < -threshold && y > 0) || (mag.y > threshold && y < 0))
{
rb.AddForce(moveSpeed * orientation.transform.forward * Time.deltaTime * -mag.y * counterMovement);
}
//Limit diagonal running. This will also cause a full stop if sliding fast and un-crouching, so not optimal.
if (Mathf.Sqrt((Mathf.Pow(rb.velocity.x, 2) + Mathf.Pow(rb.velocity.z, 2))) > maxSpeed)
{
float fallspeed = rb.velocity.y;
Vector3 n = rb.velocity.normalized * maxSpeed;
rb.velocity = new Vector3(n.x, fallspeed, n.z);
}
}
/// <summary>
/// Find the velocity relative to where the player is looking
/// Useful for vectors calculations regarding movement and limiting movement
/// </summary>
/// <returns></returns>
public Vector2 FindVelRelativeToLook()
{
float lookAngle = orientation.transform.eulerAngles.y;
float moveAngle = Mathf.Atan2(rb.velocity.x, rb.velocity.z) * Mathf.Rad2Deg;
float u = Mathf.DeltaAngle(lookAngle, moveAngle);
float v = 90 - u;
float magnitue = rb.velocity.magnitude;
float yMag = magnitue * Mathf.Cos(u * Mathf.Deg2Rad);
float xMag = magnitue * Mathf.Cos(v * Mathf.Deg2Rad);
return new Vector2(xMag, yMag);
}
//a lot of math (dont touch)
private void FindWallRunRotation()
{
if (!isWallRunning)
{
wallRunRotation = 0f;
return;
}
_ = new Vector3(0f, playerCam.transform.rotation.y, 0f).normalized;
new Vector3(0f, 0f, 1f);
float num = 0f;
float current = playerCam.transform.rotation.eulerAngles.y;
if (Math.Abs(wallNormalVector.x - 1f) < 0.1f)
{
num = 90f;
}
else if (Math.Abs(wallNormalVector.x - -1f) < 0.1f)
{
num = 270f;
}
else if (Math.Abs(wallNormalVector.z - 1f) < 0.1f)
{
num = 0f;
}
else if (Math.Abs(wallNormalVector.z - -1f) < 0.1f)
{
num = 180f;
}
num = Vector3.SignedAngle(new Vector3(0f, 0f, 1f), wallNormalVector, Vector3.up);
float num2 = Mathf.DeltaAngle(current, num);
wallRunRotation = (0f - num2 / 90f) * wallRunRotateAmount;
if (!useWallrunning)
{
return;
}
if ((Mathf.Abs(wallRunRotation) < 4f && y > 0f && Math.Abs(x) < 0.1f) || (Mathf.Abs(wallRunRotation) > 22f && y < 0f && Math.Abs(x) < 0.1f))
{
if (!cancelling)
{
cancelling = true;
CancelInvoke("CancelWallrun");
Invoke("CancelWallrun", 0.2f);
}
}
else
{
cancelling = false;
CancelInvoke("CancelWallrun");
}
}
private bool IsFloor(Vector3 v)
{
return Vector3.Angle(Vector3.up, v) < maxSlopeAngle;
}
private bool IsSurf(Vector3 v)
{
float num = Vector3.Angle(Vector3.up, v);
if (num < 89f)
{
return num > maxSlopeAngle;
}
return false;
}
private bool IsWall(Vector3 v)
{
return Math.Abs(90f - Vector3.Angle(Vector3.up, v)) < 0.05f;
}
private bool IsRoof(Vector3 v)
{
return v.y == -1f;
}
/// <summary>
/// Handle ground detection
/// </summary>
private void OnCollisionStay(Collision other)
{
int layer = other.gameObject.layer;
if ((int)whatIsGround != ((int)whatIsGround | (1 << layer)))
{
return;
}
for (int i = 0; i < other.contactCount; i++)
{
Vector3 normal = other.contacts[i].normal;
if (IsFloor(normal))
{
if (isWallRunning)
{
isWallRunning = false;
}
grounded = true;
normalVector = normal;
cancellingGrounded = false;
CancelInvoke("StopGrounded");
}
if (IsWall(normal) && (layer == (int)whatIsGround || (int)whatIsGround == -1 || layer == LayerMask.NameToLayer("Ground") || layer == LayerMask.NameToLayer("ground"))) //seriously what is this
{
StartWallRun(normal);
onWall = true;
cancellingWall = false;
CancelInvoke("StopWall");
}
if (IsSurf(normal))
{
surfing = true;
cancellingSurf = false;
CancelInvoke("StopSurf");
}
IsRoof(normal);
}
float num = 3f;
if (!cancellingGrounded)
{
cancellingGrounded = true;
Invoke("StopGrounded", Time.deltaTime * num);
}
if (!cancellingWall)
{
cancellingWall = true;
Invoke("StopWall", Time.deltaTime * num);
}
if (!cancellingSurf)
{
cancellingSurf = true;
Invoke("StopSurf", Time.deltaTime * num);
}
}
private void StopGrounded()
{
grounded = false;
}
private void StopWall()
{
onWall = false;
isWallRunning = false;
}
private void StopSurf()
{
surfing = false;
}
//wallrunning functions
private void CancelWallrun()
{
//for when we want to stop wallrunning
MonoBehaviour.print("cancelled wallrun");
Invoke("GetReadyToWallrun", 0.1f);
rb.AddForce(wallNormalVector * escapeForce);
isWallRunning = false;
}
private void StartWallRun(Vector3 normal)
{
MonoBehaviour.print("wallrunning");
//cancels all y momentum and then applies an upwards force.
if (!grounded && useWallrunning)
{
wallNormalVector = normal;
if (!isWallRunning)
{
rb.velocity = new Vector3(rb.velocity.x, 0f, rb.velocity.z);
rb.AddForce(Vector3.up * initialForce, ForceMode.Impulse);
}
isWallRunning = true;
}
}
private void WallRunning()
{
//checks if the wallrunning bool is set to true and if it is then applies
//a force to counter gravity enough to make it feel like wallrunning
if (isWallRunning)
{
rb.AddForce(-wallNormalVector * Time.deltaTime * moveSpeed);
rb.AddForce(Vector3.up * Time.deltaTime * rb.mass * 40f * wallRunGravity * -Physics.gravity.y);
}
}
}
I used a addForce funktion to add the recoil.Please help me.
This sentence is juist written because i need to add more details

Character is jittering after adding falling function

Let me just preface my question by saying I'm quite new to unity and programming as a whole. However I've been experimenting with some movement and after adding my falling function I've run into some trouble. Sometimes if I press play in Unity the character will start jittering quite heavy, every frame it also jumps between isInAir and isGrounded (as well as isInteracting). This causes my player to shake heavily and jitter forward as well.
Sometimes the falling animation will happen but my character falls really slowly, sometimes the animation doesn't work. Does anyone know how I can fix this?
Here is my PlayerLocomotion, the everything falling related is mentioned under HandleFalling.
using System.Collections.Generic;
using UnityEngine;
namespace FS
{
public class PlayerLocomotion : MonoBehaviour
{
PlayerManager playerManager;
Transform cameraObject;
InputHandler inputHandler;
public Vector3 moveDirection;
[HideInInspector]
public Transform myTransform;
[HideInInspector]
public AnimatorHandler animatorHandler;
public new Rigidbody rigidbody;
public GameObject normalCamera;
[Header("Ground & Air Detection Stats")]
[SerializeField]
float groundDetectionRayStartPoint = 0.5f;
[SerializeField]
float minimumDistanceNeededToBeginFall = 1f;
[SerializeField]
float groundDirectionRayDistance = 0.2f;
LayerMask ignoreForGroundCheck;
public float inAirTimer;
[Header("Movement Stats")]
[SerializeField]
float movementSpeed = 5;
[SerializeField]
float sprintSpeed = 7;
[SerializeField]
float rotationSpeed = 10;
[SerializeField]
float fallingSpeed = 45;
void Start()
{
playerManager = GetComponent<PlayerManager>();
rigidbody = GetComponent<Rigidbody>();
inputHandler = GetComponent<InputHandler>();
animatorHandler = GetComponentInChildren<AnimatorHandler>();
cameraObject = Camera.main.transform;
myTransform = transform;
animatorHandler.Initialize();
playerManager.isGrounded = true;
ignoreForGroundCheck = ~(1 << 10);
}
#region Movement
Vector3 normalVector;
Vector3 targetPosition;
private void HandleRotation(float delta)
{
Vector3 targetDir = Vector3.zero;
float moveOverride = inputHandler.moveAmount;
targetDir = cameraObject.forward * inputHandler.vertical;
targetDir += cameraObject.right * inputHandler.horizontal;
targetDir.Normalize();
targetDir.y = 0;
if (targetDir == Vector3.zero) targetDir = myTransform.forward;
float rs = rotationSpeed;
Quaternion tr = Quaternion.LookRotation(targetDir);
Quaternion targetRotation =
Quaternion.Slerp(myTransform.rotation, tr, rs * delta);
myTransform.rotation = targetRotation;
}
public void HandleMovement(float delta)
{
if (inputHandler.rollFlag) return;
if (playerManager.isInteracting) return;
moveDirection = cameraObject.forward * inputHandler.vertical;
moveDirection += cameraObject.right * inputHandler.horizontal;
moveDirection.Normalize();
moveDirection.y = 0;
float speed = movementSpeed;
if (inputHandler.sprintFlag)
{
speed = sprintSpeed;
playerManager.isSprinting = true;
moveDirection *= speed;
}
else
{
moveDirection *= speed;
}
Vector3 projectedVelocity =
Vector3.ProjectOnPlane(moveDirection, normalVector);
rigidbody.velocity = projectedVelocity;
animatorHandler
.UpdateAnimatorValues(inputHandler.moveAmount,
0,
playerManager.isSprinting);
if (animatorHandler.canRotate)
{
HandleRotation (delta);
}
}
public void HandleRollingAndSprinting(float delta)
{
if (animatorHandler.anim.GetBool("isInteracting")) return;
if (inputHandler.rollFlag)
{
moveDirection = cameraObject.forward * inputHandler.vertical;
moveDirection += cameraObject.right * inputHandler.horizontal;
if (inputHandler.moveAmount > 0)
{
animatorHandler.PlayTargetAnimation("Rolling", true);
moveDirection.y = 0;
Quaternion rollRotation =
Quaternion.LookRotation(moveDirection);
myTransform.rotation = rollRotation;
}
else
{
animatorHandler.PlayTargetAnimation("Backstep", true);
}
}
}
public void HandleFalling(float delta, Vector3 moveDirection)
{
playerManager.isGrounded = false;
RaycastHit hit;
Vector3 origin = myTransform.position;
origin.y += groundDetectionRayStartPoint;
if (Physics.Raycast(origin, myTransform.forward, out hit, 0.4f))
{
moveDirection = Vector3.zero;
}
if (playerManager.isInAir)
{
rigidbody.AddForce(-Vector3.up * fallingSpeed);
rigidbody.AddForce(moveDirection * fallingSpeed / 5f);
}
Vector3 dir = -moveDirection;
dir.Normalize();
origin = origin + dir * groundDirectionRayDistance;
targetPosition = myTransform.position;
Debug
.DrawRay(origin,
-Vector3.up * minimumDistanceNeededToBeginFall,
Color.red,
0.1f,
false);
if (Physics.Raycast(origin, -Vector3.up, out hit, minimumDistanceNeededToBeginFall, ignoreForGroundCheck))
{
normalVector = hit.normal;
Vector3 tp = hit.point;
playerManager.isGrounded = true;
targetPosition.y = tp.y;
if (playerManager.isInAir)
{
if (inAirTimer > 0.5f)
{
Debug.Log("You were in the air for " + inAirTimer);
animatorHandler.PlayTargetAnimation("Land", true);
inAirTimer = 0;
}
else
{
animatorHandler
.PlayTargetAnimation("Empty", false);
inAirTimer = 0;
}
playerManager.isInAir = false;
}
else
{
if (playerManager.isGrounded)
{
playerManager.isGrounded = false;
}
if (playerManager.isInAir == false)
{
if (playerManager.isInteracting == false)
{
animatorHandler
.PlayTargetAnimation("Falling", true);
}
Vector3 vel = rigidbody.velocity;
vel.Normalize();
rigidbody.velocity = vel * (movementSpeed / 2);
playerManager.isInAir = true;
}
}
if (playerManager.isInteracting || inputHandler.moveAmount > 0)
{
myTransform.position = Vector3.Lerp(myTransform.position, targetPosition, Time.deltaTime / 0.1f);
}
else
{
myTransform.position = targetPosition;
}
}
}
#endregion
}
}

How to get a character to turn in the direction of the camera? [Unity3D]

I've hit a roadblock where when I move the camera, while moving, the character rotates on the spot however, their direction in where they are heading changes when I update the left thumbstick.
This is odd as updating it in Update doesn't work and forces the character to move in circles and placing it in a bit of script that updates with the right thumbstick is moved, causes the character to rotate and move in very different directions that what I want it to go in. This is temporarily fixed when I move the left thumbstick, updating the character's movement.
The controls for this are: Left Thumbstick - Move player, Right Thumbstick - Move camera, East Button - Jump, North Button - Run.
The goal is to allow the character to rotate themselves as well as their direction when I move the camera rather than them only updating their direction when I move the left thumbstick.
Before the code, these are the packages I'm currently using within Unity that effect this: Cinemachine & Input System.
Here's the movement code that this is effecting:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using Cinemachine;
using UnityEngine.AI;
using UnityEngine.InputSystem;
public class PlayerMovement : MonoBehaviour
{
private DefaultControls controls;
[Header("Unity General")]
[SerializeField]
private CharacterController controller;
public Transform cameraTransform;
public InputActionReference cameraControl;
[Header("General Settings")]//Player movement.
public bool canMovePlayer;
private Vector2 currentMovementInput;
private Vector3 currentMovement;
private Vector3 currentRunMovement;
private bool isMovementPressed;
private bool isRunPressed;
[Space]//Animator stuff.
public Animator characterAnimator;
private int isWalkingHash;
private int isRunningHash;
[Space]//Player running speed & how fast the player will turn when going left or right.
public float rotationFactorPerFrame = 15.0f;
public float runMultiplier = 3.0f;
[Space]//Default gravity for when the player is falling and gravity for when the player is grounded.
public float gravity = -9.81f;
public float groundedGravity = -0.05f;
[Space]//Playing jumping.
public float initialJumpVelocity;
private bool isJumpPressed = false;
private float maxJumpHeight = 1f;
private float maxJumpTime = 0.5f;
private bool isJumping = false;
private int isJumpingHash;
private bool isJumpAnimating = false;
private void Start()
{
Cursor.lockState = CursorLockMode.Locked;
npcInteraction = GetComponent<NPCInteraction>();
}
private void Awake()
{
controls = new DefaultControls();
controller = GetComponent<CharacterController>();
isWalkingHash = Animator.StringToHash("isWalking");
isRunningHash = Animator.StringToHash("isRunning");
isJumpingHash = Animator.StringToHash("isJumping");
controls.Movement.Walking.started += OnMovementInput;
controls.Movement.Walking.canceled += OnMovementInput;
controls.Movement.Walking.performed += OnMovementInput;
controls.Movement.Run.started += OnRun;
controls.Movement.Run.canceled += OnRun;
controls.Movement.Jump.started += OnJump;
controls.Movement.Jump.canceled += OnJump;
SetupJumpVariables();
}
private void SetupJumpVariables()
{
float timeToApex = maxJumpTime / 2;
gravity = (-2 * maxJumpHeight) / Mathf.Pow(timeToApex, 2);
initialJumpVelocity = (2 * maxJumpHeight) / timeToApex;
}
private void HandleJump()
{
if (!isJumping && controller.isGrounded && isJumpPressed)
{
characterAnimator.SetBool(isJumpingHash, true);
isJumpAnimating = true;
isJumping = true;
currentMovement.y = initialJumpVelocity * 0.5f;
currentRunMovement.y = (initialJumpVelocity + 0.5f) * 0.5f;
}
else if (!isJumpPressed && isJumping && controller.isGrounded)
{
isJumping = false;
}
}
private void OnJump(InputAction.CallbackContext context)
{
isJumpPressed = context.ReadValueAsButton();
}
private void OnRun(InputAction.CallbackContext context)
{
isRunPressed = context.ReadValueAsButton();
}
private void HandleRotation()
{
Vector3 positionToLookAt;
//Change in position our character should point to.
positionToLookAt.x = currentMovement.x;
positionToLookAt.y = 0.0f;
positionToLookAt.z = currentMovement.z;
//Current rotation of our character.
Quaternion currentRotation = transform.rotation;
if (currentMovementInput != Vector2.zero)
{
//Creates a new rotation based on where the player is currently pressing.
float targetAngle = Mathf.Atan2(currentMovementInput.x, currentMovementInput.y) * Mathf.Rad2Deg + cameraTransform.eulerAngles.y;
Quaternion targetRotation = Quaternion.Euler(0f, targetAngle, 0f);
transform.rotation = Quaternion.Lerp(currentRotation, targetRotation, rotationFactorPerFrame * Time.deltaTime);
}
}
private void OnMovementInput(InputAction.CallbackContext context)
{
currentMovementInput = context.ReadValue<Vector2>();
currentMovement = new Vector3(currentMovementInput.x, 0f, currentMovementInput.y);
currentRunMovement.x = currentMovementInput.x * runMultiplier;
currentRunMovement.z = currentMovementInput.y * runMultiplier;
MovementDirection();
isMovementPressed = currentMovementInput.x != 0 || currentMovementInput.y != 0;
}
private void MovementDirection()
{
currentMovement = cameraTransform.forward * currentMovement.z + cameraTransform.right * currentMovement.x;
currentMovement.y = 0f;
currentRunMovement = cameraTransform.forward * currentRunMovement.z + cameraTransform.right * currentRunMovement.x;
currentRunMovement.y = 0f;
}
private void HandleAnimation()
{
bool isWalking = characterAnimator.GetBool(isWalkingHash);
bool isRunning = characterAnimator.GetBool(isRunningHash);
if (isMovementPressed && !isWalking)
{
characterAnimator.SetBool(isWalkingHash, true);
}
else if (!isMovementPressed && isWalking)
{
characterAnimator.SetBool(isWalkingHash, false);
}
if ((isMovementPressed && isRunPressed) && !isRunning)
{
characterAnimator.SetBool(isRunningHash, true);
}
else if ((!isMovementPressed || !isRunPressed) && isRunning)
{
characterAnimator.SetBool(isRunningHash, false);
}
}
private void HandleGravity()
{
bool isFalling = currentMovement.y <= 0.0f;
float fallMultiplier = 1.5f;
if (controller.isGrounded)
{
characterAnimator.SetBool(isJumpingHash, false);
isJumpAnimating = false;
currentMovement.y = groundedGravity;
currentRunMovement.y = groundedGravity;
}
else if (isFalling)
{
float previousYVelocity = currentMovement.y;
float newYVelocity = currentMovement.y + (gravity * fallMultiplier * Time.deltaTime);
float nextYVelocity = (previousYVelocity + newYVelocity) * 0.5f;
currentMovement.y = nextYVelocity;
currentRunMovement.y = nextYVelocity;
}
else
{
float previousYVelocity = currentMovement.y;
float newYVelocity = currentMovement.y + (gravity * Time.deltaTime);
float nextYVelocity = (previousYVelocity + newYVelocity) * 0.5f;
currentMovement.y = nextYVelocity;
currentRunMovement.y = nextYVelocity;
}
}
// Update is called once per frame
public void Update()
{
HandleRotation();
HandleAnimation();
controller.Move(currentMovement * Time.deltaTime);
characterAnimator.SetFloat("Speed", controls.Movement.Walking.ReadValue<Vector2>().magnitude);
if (isRunPressed)
{
controller.Move(currentRunMovement * Time.deltaTime);
}
else
{
controller.Move(currentMovement * Time.deltaTime);
}
HandleGravity();
HandleJump();
if (cameraControl.action.triggered)
{
MovementDirection();
}
LockOnTarget();
Interaction();
}
private void OnEnable()
{
controls.Movement.Enable();
}
private void OnDisable()
{
controls.Movement.Disable();
}
}```
Before diving into your code that has quite deep stuff regarding the camara movement, find this simple way in which a gameObject can face the direction of the camera in a simple way. Just in case it helps. This answers directly your question "How to get a character to turn in the direction of the camera?"
using UnityEngine;
public class LookToCamForward : MonoBehaviour
{
void Start()
{
transform.rotation = Quaternion.LookRotation(Camera.main.transform.forward, Camera.main.transform.up);
}
}

Vector3.Slerp() stops without finishing what it has to do

So i wanted to make the player to go somewhere but i don't want it to look like it's teleporting so i used Vector3.Slerp but the problem is it's not going to target it stops halfway.
Here is the code:
void Update()
{
if (Input.GetKeyDown("space"))
{
StartCoroutine(GoToTargetPos());
}
} IEnumerator GoToTargetPos()
{
Vector3 targetPos = transform.position + offset;
transform.position = Vector3.Slerp(transform.position, targetPos, Time.deltaTime * speed);
yield return new WaitForSeconds(0.75f);
isDone = true;
}
Sorry if my english is bad.
Quick answer, just to show it working...
IEnumerator GoToTargetPos()
{
Vector3 targetPos = transform.position + offset;
float timeElapsed = 0.0f;
float timeToMove = 0.75f; // Using this since that is how you are waiting...
while(timeElapsed < timeToMove)
{
timeElapsed += Time.deltaTime;
float ratio = Mathf.Clamp01(timeElapsed / timeToMove);
transform.position = Vector3.Slerp(transform.position, targetPos, ratio);
yield return null; // Return to this at the beginning of the next frame
}
isDone = true;
}
Using Slerp in a Coroutine is an bad idea I think...
As mentioned in the docs I would recommend using Slerp in the Update:
Try this:
public class Moving : MonoBehaviour {
public Vector3 offset;
public float offsetTime = 2.0f;
private float t = 0.0f;
private bool moveMe = false;
private Vector3 targetPos;
private Vector3 startPos;
// Use this for initialization
void Start () {
targetPos = transform.position + offset;
startPos = transform.position;
StopMoving();
}
public void StartMoving()
{
t = 0.0f;
moveMe = true;
}
private void StopMoving()
{
t = 0.0f;
moveMe = false;
}
// Update is called once per frame
void Update () {
if (moveMe)
{
t += Time.deltaTime / offsetTime;
if(t < 1.0f)
{
transform.position = Vector3.Slerp(startPos, targetPos, t);
}
else
{
StopMoving();
}
}
}
}

Player Movement using joystick based on camera facing

I am developing an offline FPS multiplayer game.
When the Player Rotation value is (0,0,0), then Player moves perfectly in direction. However, my problem is when I rotate the camera using touch input. The player can also rotate his face and press the joystick button for moving the player, but then the player should not move the direction the camera is facing.
My Joystick Script For Player
public class VirtualJoystick : MonoBehaviour, IDragHandler, IPointerUpHandler,IPointerDownHandler {
private Image bgImg;
private Image JoyStickImage;
private Vector3 InputVector;
private void Start(){
bgImg = GetComponent<Image> ();
JoyStickImage = transform.GetChild (0).GetComponent<Image> ();
}
public virtual void OnDrag(PointerEventData ped){
Vector2 pos;
if (RectTransformUtility.ScreenPointToLocalPointInRectangle (bgImg.rectTransform, ped.position, ped.pressEventCamera, out pos)) {
pos.x = (pos.x / bgImg.rectTransform.sizeDelta.x);
pos.y = (pos.y / bgImg.rectTransform.sizeDelta.y);
InputVector = new Vector3 (pos.x * 2 + 1, 0, pos.y * 2 - 1);
InputVector = (InputVector.magnitude > 1) ? InputVector.normalized : InputVector;
JoyStickImage.rectTransform.anchoredPosition = new Vector3 (InputVector.x * (bgImg.rectTransform.sizeDelta.x / 2.5f),
InputVector.z * (bgImg.rectTransform.sizeDelta.y / 2.5f));
}
}
public virtual void OnPointerDown(PointerEventData ped){
OnDrag (ped);
}
public virtual void OnPointerUp(PointerEventData ped){
InputVector = Vector3.zero;
JoyStickImage.rectTransform.anchoredPosition = Vector3.zero;
}
public float Horizontal(){
if (InputVector.x != 0) {
return InputVector.x;
} else {
return Input.GetAxis ("Horizontal");
}
}
public float Vertical(){
if (InputVector.z != 0)
return InputVector.z;
else
return Input.GetAxis ("Vertical");
}
}
My Camera Rotation Script Using Input Touch
public class SwipeCam : MonoBehaviour {
private Vector3 firstPoint;
private Vector3 secondPoint;
private float xAngle = 0.0f;
private float yAngle = 0.0f;
private float xAngleTemp = 0.0f;
private float yAngleTemp = 0.0f;
void Start(){
xAngle = 0.0f;
yAngle = 0.0f;
this.transform.rotation = Quaternion.Euler (yAngle, xAngle, 0.0f);
}
void Update() {
if (Input.touchCount > 0) {
for (int i = 0; i < Input.touchCount; i++) {
Touch touch = Input.GetTouch (i);
if (touch.position.x > Screen.width / 2) {
if (touch.phase == TouchPhase.Began) {
firstPoint = Input.GetTouch (0).position;
xAngleTemp = xAngle;
yAngleTemp = yAngle;
}
if (touch.phase == TouchPhase.Moved) {
secondPoint = Input.GetTouch (0).position;
xAngle = xAngleTemp + (secondPoint.x - firstPoint.x) * 180.0f / Screen.width;
yAngle = yAngleTemp + (secondPoint.y - firstPoint.y) * 180.0f / -Screen.height;
yAngle = Mathf.Clamp (yAngle, -30f, 30f);
this.transform.rotation = Quaternion.Euler (yAngle, xAngle, 0.0f);
this.gameObject.GetComponentInParent<FPScontroller> ().transform.rotation = Quaternion.Euler (0.0f, xAngle, 0.0f);
//this.gameObject.GetComponentInParent<FPScontroller> ().transform.rotation = Quaternion.LookRotation(Vector3.forward,Vector3.up);
}
}
}
}
}
}
Where should I change my code to fix the facing the camera direction to player issue.
That is my Player Script (FPSController.cs)
public class FPScontroller : MonoBehaviour {
// Should this script respond to input?
public bool canControl = true;
public GameObject lookObj; //This is root object that containc MainCamera, Weapons etc.
public GameObject joystick;
bool useFixedUpdate = false;
//Check when run, walk or when can run or not
[HideInInspector]
public bool Running ;
[HideInInspector]
public bool Walking;
[HideInInspector]
public bool canRun;
[HideInInspector]
public Vector3 rorationDir;
//Ladder variables
private GameObject mainCamera = null;
[HideInInspector]
public bool onLadder = false;
//private float ladderHopSpeed = 6.0f;
// For the next variables, #System.NonSerialized tells Unity to not serialize the variable or show it in the inspector view.
// Very handy for organization!
// The current global direction we want the character to move in.
[System.NonSerialized]
public Vector3 inputMoveDirection = Vector3.zero;
// Is the jump button held down? We use this interface instead of checking
// for the jump button directly so this script can also be used by AIs.
[System.NonSerialized]
public bool inputJump = false;
[HideInInspector]
public bool inputRun = false;
[HideInInspector]
public bool inputCrouch = false;
[HideInInspector]
public bool inputProne = false;
[System.Serializable]
public class FPScontrollerMovement {
// The maximum horizontal speed when moving
[HideInInspector]
public float maxForwardSpeed = 10.0f;
[HideInInspector]
public float maxSidewaysSpeed = 10.0f;
[HideInInspector]
public float maxBackwardsSpeed = 10.0f;
//Run and walk variables
public float WalkSpeed = 6.0f;
public float RunSpeed = 9.0f;
//Crouch
public bool canCrouch = true;
public float CrouchSpeed = 3.0f;
public float crouchHeight = 1.5f;
public float crouchSmooth = 8;
//prone
public bool canProne = true;
public float ProneSpeed = 1.5f;
public float proneHeight = 0.7f;
// Curve for multiplying speed based on slope (negative = downwards)
public AnimationCurve slopeSpeedMultiplier = new AnimationCurve(new Keyframe(-90, 1), new Keyframe(0, 1), new Keyframe(90, 0));
// How fast does the character change speeds? Higher is faster.
public float maxGroundAcceleration = 30.0f;
public float maxAirAcceleration = 20.0f;
// The gravity for the character
public float gravity = 10.0f;
public float maxFallSpeed = 20.0f;
[HideInInspector]
public bool enableGravity = true;
// For the next variables, #System.NonSerialized tells Unity to not serialize the variable or show it in the inspector view.
// Very handy for organization!
// The last collision flags returned from controller.Move
[System.NonSerialized]
public CollisionFlags collisionFlags;
// We will keep track of the character's current velocity,
[System.NonSerialized]
public Vector3 velocity;
// This keeps track of our current velocity while we're not grounded
[System.NonSerialized]
public Vector3 frameVelocity = Vector3.zero;
[System.NonSerialized]
public Vector3 hitPoint = Vector3.zero;
[System.NonSerialized]
public Vector3 lastHitPoint = new Vector3(Mathf.Infinity, 0, 0);
}
public FPScontrollerMovement movement = new FPScontrollerMovement();
void Awake () {
if (GetComponent<NetworkView> ().isMine) {
joystick = GameObject.Find ("Joystick");
controller = gameObject.GetComponent<CharacterController>();
standartHeight = controller.height;
/*if(GameObject.FindWithTag("LookObject") != null){
lookObj = GameObject.FindWithTag("LookObject");
}*/
centerY = controller.center.y;
tr = transform;
canRun = true;
canStand = true;
StartCoroutine(setupBools());
}
}
void Update () {
if (GetComponent<NetworkView> ().isMine) {
if (!useFixedUpdate) {
UpdateFunction ();
}
movement.velocity.x = joystick.GetComponent<VirtualJoystick> ().Horizontal () * 5f;
movement.velocity.z = joystick.GetComponent<VirtualJoystick> ().Vertical () * 5f;
//Run input
if (Input.GetAxis ("Vertical") > 0.1f && inputRun && canRun && !onLadder && Walking) {
if (canStand && canStandCrouch) {
OnRunning ();
}
} else {
OffRunning ();
}
//Check when walk or not
if ((movement.velocity.x > 0.01f || movement.velocity.z > 0.01f) || (movement.velocity.x < -0.01f || movement.velocity.z < -0.01f)) {
RunAnimation1 ();
Debug.Log ("Forward");
Walking = true;
}else if (movement.velocity.x > 0.01f) {
Walking = true;
Debug.Log ("Right");
} else if (movement.velocity.x < -0.01f) {
Walking = true;
Debug.Log ("Left");
} else {
RunAnimation ();
Walking = false;
}
if (!canControl)
return;
if (movement.canCrouch) {
if (!onLadder) {
Crouch ();
}
}
if (movement.canProne) {
if (!onLadder) {
Prone ();
}
}
if (onLadder) {
grounded = false;
crouch = false;
prone = false;
}
if (!crouch && !prone && controller.height < standartHeight - 0.01f) {
controller.height = Mathf.Lerp (controller.height, standartHeight, Time.deltaTime / movement.crouchSmooth);
controller.center = new Vector3 (controller.center.x, Mathf.Lerp (controller.center.y, centerY, Time.deltaTime / movement.crouchSmooth), controller.center.z);
lookObj.transform.localPosition = new Vector3 (lookObj.transform.localPosition.x, Mathf.Lerp (lookObj.transform.localPosition.y, standartHeight, Time.deltaTime / movement.crouchSmooth), lookObj.transform.localPosition.z);
}
}
}
void RunAnimation(){
GetComponent<NetworkView> ().RPC ("SysnAnimation", RPCMode.All, 0);
}
void RunAnimation1(){
GetComponent<NetworkView> ().RPC ("SysnAnimation", RPCMode.All, 1);
}
void RunAnimation2(){
GetComponent<NetworkView> ().RPC ("SysnAnimation", RPCMode.All, 2);
}
[RPC]
void SysnAnimation(int index){
if (index == 0) {
GetComponent<Animator> ().Play ("Idle Aim");
} else if (index == 1) {
GetComponent<Animator> ().Play ("Walk Aiming");
} else if (index == 2) {
GetComponent<Animator> ().Play ("Jump");
}
}
void OnRunning (){
Debug.Log ("Run");
Running = true;
movement.maxForwardSpeed = movement.RunSpeed;
movement.maxSidewaysSpeed = movement.RunSpeed;
//Make bigger extra height when player run to increase jump distance
jumping.extraHeight = jumping.baseHeight + 0.15f;
}
void OffRunning (){
Running = false;
if(crouch || prone)
return;
movement.maxForwardSpeed = movement.WalkSpeed;
movement.maxSidewaysSpeed = movement.WalkSpeed;
movement.maxBackwardsSpeed = movement.WalkSpeed/2;
//Change extraheight value to default when player walk
jumping.extraHeight = jumping.baseHeight;
}}
Your camera and joystick code looks fine, but that's not where the problem is.
I'll assume your player movement code looks something like this:
Get input X and Y
Move player right by X, forward by Y
In code form, that might look something like this:
//returns the world-space direction that player wants to move
Vector3 GetDesiredMovement(float inputForward, float inputRight) {
//get a vector pointing to player's right
Vector3 dirRight = Camera.main.transform.right;
dirRight.y = 0f;
dirRight.Normalize();
//get a vector pointing to player's front
Vector3 dirForward = Camera.main.transform.forward;
dirForward.y = 0f;
dirForward.Normalize();
//calculate desired movement based on input
Vector3 desiredMovement = (dirForward * inputForward) + (dirRight * inputRight);
desiredMovement.Normalize();
return desiredMovement;
}
What if "right" and "forward" need to be relative to some other object in the scene, such as a camera? It's easier than you might think: just read those values directly from the camera's transform component.
You could do that by replacing just two lines from the above example:
Vector3 dirRight = Camera.main.transform.right;
Vector3 dirForward = Camera.main.transform.forward;
I solved the problem of basing player movement of the camera's direction.
In my Player's script there are two lines that read joystick input:
movement.velocity.x = joystick.GetComponent<VirtualJoystick> ().Horizontal () * 5f;
movement.velocity.z = joystick.GetComponent<VirtualJoystick> ().Vertical () * 5f;`
I changed them to this:
Vector3 DirectionVector =
new Vector3 (joystick.GetComponent<VirtualJoystick> ().Horizontal (), 0f, joystick.GetComponent<VirtualJoystick> ().Vertical ());
movement.velocity = transform.rotation * DirectionVector * 10f;
Directly add joystick value in movement vector. I just multiply it to the joystick input vector and solve my problem.
Now the player moves based on the player rotation and where the camera is facing.
Thanks everyone for help.

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