First of all: Sorry for my bad English, I'm Dutch.
I'm trying to create a player object that can walk forward and backwards (with the up and down keys), and rotate the player with the right and left keys. But when I press the left or right key, the position of the player changes, it looks like it rotates around a certain point. But it should rotate and stay on the same place, like I do when I turn around.
I have some other small programs, with the same 'move script' and the same inputmanager settings. There it works fine, so I have no idea why it doesn't work this time.
This is my move script, but this script works fine with other programs:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class MoveScript : MonoBehaviour
{
public float speed = 3f;
public float rotate = 50f;
private Rigidbody rb;
// Update is called once per frame
private void Start()
{
rb = GetComponent<Rigidbody>();
}
void Update()
{
if (Input.GetButton("Up"))
transform.Translate(Vector3.forward * speed * Time.deltaTime);
if (Input.GetButton("Down"))
transform.Translate(-Vector3.forward * speed * Time.deltaTime);
if (Input.GetButton("Right"))
transform.Rotate(Vector3.up, rotate * Time.deltaTime);
if (Input.GetButton("Left"))
transform.Rotate(-Vector3.up, rotate * Time.deltaTime);
if (gameObject.GetComponent<Rigidbody>().velocity.y < 0.01)
{
if (Input.GetButtonDown("Jump"))
rb.AddForce(0, 225, 0);
}
}
}
The InputManager settings (also the same as other programs where it works fine):
If someone wants a screenshot of something else of my program, you can always ask it of course. I have no idea what the problem could be, if it isn't in the script or the inputmanager.
Following the comments in the OP, the solution should be to use:
if (Input.GetButton("Right"))
transform.localEulerAngles = transform.localEulerAngles + new Vector3(xRotation, 0, 0) * Time.deltaTime;
if (Input.GetButton("Left"))
transform.localEulerAngles = transform.localEulerAngles - new Vector3(xRotation, 0, 0) * Time.deltaTime;
Where xRotation
is a float with the amount you want to rotate per second when and while one of the rotation keys is down.
(PS: Don't have unity open right now, so +
and -
might be inverted, but should be something like that.)
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