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Unity Cheap Sheet
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| // Vectors | |
| Debug.Log(Vector3.forward); // (0, 0, 1.0) | |
| Debug.Log(Vector3.right); // (1.0, 0, 0) | |
| Debug.Log(Vector3.up); // (0, 1.0, 0) | |
| // Rotation toward a direction | |
| // https://answers.unity.com/questions/803365/make-the-player-face-his-movement-direction.html | |
| float moveHorizontal = Input.GetAxisRaw ("Horizontal"); | |
| float moveVertical = Input.GetAxisRaw ("Vertical"); | |
| Vector3 movement = new Vector3(moveHorizontal, 0.0f, moveVertical); | |
| if(movement != Vector3.zero) | |
| { | |
| transform.rotation = Quaternion.Slerp(transform.rotation, | |
| Quaternion.LookRotation(movement.normalized), | |
| 0.2f); | |
| } | |
| transform.Translate(movement * movementSpeed * Time.deltaTime, Space.World); | |
| // https://www.youtube.com/watch?v=ORD7gsuLivE | |
| Vector3 camF; | |
| Vector3 camR; | |
| camF = cameraGO.transform.forward; | |
| camR = cameraGO.transform.right; | |
| camF = camF.normalized; | |
| camR = camR.normalized; | |
| float xMovement = joystick.Horizontal; | |
| float zMovement = joystick.Vertical; | |
| Vector3 movement = camR * xMovement + camF * zMovement; | |
| movement.y = 0f; | |
| if(movement != Vector3.zero) | |
| { | |
| transform.rotation = Quaternion.Slerp(transform.rotation, | |
| Quaternion.LookRotation(movement.normalized), | |
| rotSmooth); | |
| } | |
| transform.Translate(movement * speedMove * Time.deltaTime, Space.World); |
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