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Скачать или смотреть Solving Player Movement Rotation Relative to the Camera in Unity

  • vlogize
  • 2025-08-14
  • 3
Solving Player Movement Rotation Relative to the Camera in Unity
Make players look direction relative to camera unityunity game engineatan2
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Описание к видео Solving Player Movement Rotation Relative to the Camera in Unity

Learn how to make player movement directions in Unity relative to the camera for a more immersive gameplay experience.
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This video is based on the question https://stackoverflow.com/q/65270470/ asked by the user 'an inconspicuous semicolon' ( https://stackoverflow.com/u/12940529/ ) and on the answer https://stackoverflow.com/a/65272065/ provided by the user 'Mr. For Example' ( https://stackoverflow.com/u/13509540/ ) at 'Stack Overflow' website. Thanks to these great users and Stackexchange community for their contributions.

Visit these links for original content and any more details, such as alternate solutions, latest updates/developments on topic, comments, revision history etc. For example, the original title of the Question was: Make players look direction relative to camera unity

Also, Content (except music) licensed under CC BY-SA https://meta.stackexchange.com/help/l...
The original Question post is licensed under the 'CC BY-SA 4.0' ( https://creativecommons.org/licenses/... ) license, and the original Answer post is licensed under the 'CC BY-SA 4.0' ( https://creativecommons.org/licenses/... ) license.

If anything seems off to you, please feel free to write me at vlogize [AT] gmail [DOT] com.
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Make Player Movement Rotation Relative to Camera in Unity

Unity offers amazing possibilities for game development, but with those possibilities come unique challenges—especially when dealing with character controls. One common question among developers is how to make player movement direction relative to the camera direction. In this guide, we will break down how you can achieve smooth and intuitive player movement in a third-person character controller by aligning player rotation with camera rotation.

Understanding the Problem

When developing a game, aligning the player's direction of movement with the camera's orientation can significantly enhance the player's experience. In this scenario, we focus on traditional third-person controls where the player rotates to face the direction they are moving, adjusted according to the camera's position.

You are likely using input vectors to determine movement direction, and you want these movements to feel natural. Specifically, the issue arises when the calculations for movement and rotation don’t account for the camera's position, which means you need to adjust the player rotation accordingly without interfering with the animation mechanics you're using.

Solution Overview

The primary solution involves using vector mathematics to derive the intended direction of movement based on the camera's viewing direction. To implement this, we'll follow these steps:

Calculate Combined Direction: Use the camera’s forward and right directions to derive the resultant movement direction.

Create Required Rotation: Generate a rotation that aligns with the computed movement direction.

Smooth Rotation Over Time: Gradually interpolate the player’s current rotation to the desired rotation for smooth movement.

Let's break these steps down further.

Step-by-Step Solution

1. Calculate Combined Direction

First, we need to obtain the direction vectors from the camera to inform the player’s movement. Here's a pseudocode snippet that demonstrates how to do that:

[[See Video to Reveal this Text or Code Snippet]]

cameraTransform.right and cameraTransform.forward give you the right and forward directions from the camera perspective.

movementHorizontal and movementVertical are typically derived from player input.

2. Create Required Rotation

With the combined movement direction established, the next step is to calculate the rotation needed to face that direction:

[[See Video to Reveal this Text or Code Snippet]]

In this code, Quaternion.LookRotation() generates a rotation that points in the direction of moveDir. This prepares the player transform to face the right way based on input.

3. Smooth Rotation Over Time

Finally, you need to smoothly transition the player’s rotation to this new rotation. This avoids abrupt changes and maintains a fluid motion:

[[See Video to Reveal this Text or Code Snippet]]

Quaternion.Slerp() interpolates between the current rotation and the desired rotation (lookRotation) over time. The RotationSpeed variable will control how fast the player turns to face the direction of movement.

Conclusion

In summary, by calculating the movement direction based on the camera's orientation and smoothly transitioning the player’s rotation, you can create an engaging and immersive experience for players. Remember to adjust your RotationSpeed to find the perfect balance that feels right for your game's mechanics.

By implementing these steps, you’ll enhance how players interact with your third-person character controller in Unity. Dive into your project, implement this solution, and make your game that much more engaging!

Feel free to reach out if you have any questions, or share your experiences while coding. Happy developing!

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