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Okay I'm not going to go to much into it but this is what I need my script to do. The way I have my controller set up is that the camera looks to the side of the player a little bit. I use this for aiming attacks, bullets and what not. The problem is that it follow the camera when it looks up causing my character to slightly jump ever time I aim and look up. So i want the player to move with the camera while ignoring its y axis. and i need my character to jump so i cant just make the players y movement = 0.

Here's the code I've been using:

transform.position += Time.deltaTime * cameraMain.forward * Input.GetAxis("Vertical") * speedWilAim;

and I am trying to avoid separating the mouse look script into x and y pivots but if there is no alternative I will do that.

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  • \$\begingroup\$ What exactly is the problem? There is an up movement of your character because of the position of the camera? \$\endgroup\$
    – John Smith
    Aug 4, 2015 at 18:38
  • \$\begingroup\$ well when you look up with the camera and move forward the character goes up. I just want my character to go forwards not upwards \$\endgroup\$
    – Ryan Henry
    Aug 4, 2015 at 19:03
  • \$\begingroup\$ Is your camera parented to the player? \$\endgroup\$
    – John Smith
    Aug 4, 2015 at 19:04
  • \$\begingroup\$ nope its on a rig that follows the player and im using the third person controller so that wouldnt work out im modifying it \$\endgroup\$
    – Ryan Henry
    Aug 4, 2015 at 19:07
  • \$\begingroup\$ You could try separating the camera and write a script for the camera alone to follow the player. \$\endgroup\$
    – John Smith
    Aug 4, 2015 at 20:30

1 Answer 1

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Okay I went ahead and separated my mouse look function which I used to rotate my camera rig, into the X and Y axis and placed them on two different objects. The one with the x axis was used to dictate how what direction my character moves.

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