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I am making a radar script in a unity FPS game project I am making for class. I already have a working example of a radar script that works in relation to the player's position. However the rotation is in relation within the world map, not the player's view.

In code I have it kinda like this (not actually my code, as I don't have it with me right now, but basically the same algorithm)

if (isPlayerInViewRange(otherPlayer[i]){
    //these are both normalized Vector
    dir = getDirectionFromPosition(player, otherPlayer);
    dir = rotateDirectionInRelationshipToPlayer(player, dir); //problem here
    dir = new Vector3(dir.x, dir.z, 0);

    dir.Scale(MapToRadarPosition, 0, MapToRadarPosition);
    radarDot[i] = dir;
    radarDot[i].setActive(true);
} else {
    radarDot[i].setActive(false);
} 

Any ideas what I am missing, I feel like I am missing some obvious function to do it.

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Use Transform.TransformDirection() method where Transform is your player transform.

// Calculate the x-axis relative to the camera
camera = Camera.main.transform;
cameraRelativeRight = camera.TransformDirection (Vector3.right);
// Apply a force relative to the camera's x-axis
rigidbody.AddForce (cameraRelativeRight * 10);
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  • \$\begingroup\$ I am not using any sort of Camera. Its basically kind of like a halo style radar. Its a simple green circle with white dots indicating players. I am working with Vector3s Directory. \$\endgroup\$ – needoriginalname Sep 24 '15 at 14:31
  • \$\begingroup\$ Blue kindly edited my post with example from Unity documentation, which uses Camera transform for instance. But I advised you using player's Transform. In your code simply refer to this.transform.TransformDirection(dir) \$\endgroup\$ – Skyblade Sep 25 '15 at 13:15

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