Timeline for How can I get the basic Unity player controller to move based on a gameobjects rotation?
Current License: CC BY-SA 4.0
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| Aug 6, 2020 at 20:03 | history | bumped | CommunityBot | This question has answers that may be good or bad; the system has marked it active so that they can be reviewed. | |
| Jul 7, 2020 at 17:21 | comment | added | DMGregory♦ | If you've solved your problem, you should post your solution (with code) as an Answer, not as an edit to your Question. | |
| Jul 7, 2020 at 17:19 | history | edited | 1234567890 | CC BY-SA 4.0 |
added 104 characters in body
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| Jul 6, 2020 at 17:53 | answer | added | Weckar E. | timeline score: 1 | |
| Jul 6, 2020 at 17:46 | history | edited | 1234567890 | CC BY-SA 4.0 |
deleted 1 character in body
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| Jul 6, 2020 at 11:39 | comment | added | DMGregory♦ | How do you distinguish between "the direction it is facing" and "not based off of its transform values"? It's usually the transform values that determine which way an object is facing. If that's not the case for your situation, you may want to edit your question to show in detail how you're adjusting your object's facing direction at present. If you're not doing anything particularly special with facing, you should find lots of existing tutorials and Q&A here that talk about moving relative to an object's rotation/local coordinates. | |
| Jul 6, 2020 at 2:46 | history | edited | Vaillancourt♦ | CC BY-SA 4.0 |
deleted 4 characters in body; edited title
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| Jul 6, 2020 at 2:39 | history | asked | 1234567890 | CC BY-SA 4.0 |