I'm making a third person character controller in unity, I have the Player Moving with a direction and an animation. My question is: how do I make the movement rotation relative to the camera rotation
NOTE: I am Not using transform.translate or any similar method to move the player, I am calculating a rotation using the input vectors and atan2, then moving the player using an animation. So I can't just change the x direction and y direction, I can only change the y rotation
my current player look code
Vector3 CalculateRotation(float H, float V)
{
IsTurning = IsMoving(H, V);
if (IsTurning) {
angle = Mathf.RoundToInt(Mathf.Atan2(V, -H) * Mathf.Rad2Deg);
IsTurned = false;
ani.SetBool("isWalking", true);
return new Vector3(0, Mathf.RoundToInt(angle), 0);
}
else
{
ani.SetBool("isWalking", false);
}
return new Vector3(0, Mathf.RoundToInt(CurrentRotation.y), 0);
}
void LookTorwards(Vector3 T_Angle)
{
NewRotation = T_Angle - CurrentRotation;
NewRotation.y = Mathf.Repeat(NewRotation.y + 180f, 360f) - 180f;
if (NewRotation.y == 180)
{
NewRotation.y -= 1;
}
if (TargetRotation.y == CurrentRotation.y)
{
IsTurned = true;
return;
}
if (NewRotation.y > 0)
{
transform.Rotate(new Vector3(0, RotationSpeed, 0));
CurrentRotation.y += RotationSpeed;
}
else if (NewRotation.y < 0)
{
transform.Rotate(new Vector3(0, -RotationSpeed, 0));
CurrentRotation.y -= RotationSpeed;
}
}
I currently don't have time to test on Unity, so I give you some pseudocode to help you with your problem
// Get the direction of where the player should ahead in world space
Vector3 hMoveDir = cameraTransform.right * movementHorizontal;
Vector3 vMoveDir= cameraTransform.forward * movementVertical;
Vector3 moveDir = hMoveDir + vMoveDir;
// Create the rotation we need according to moveDir
lookRotation = Quaternion.LookRotation(moveDir);
// Rotate player over time according to speed until we are in the required rotation
playerTransform.rotation = Quaternion.Slerp(playerTransform.rotation, lookRotation , Time.deltaTime * RotationSpeed);