#Orbital camera and player directions
1 messages · Page 1 of 1 (latest)
you can get the direction the camera is pointing in via its transform, and then project that onto the x/z plane and normalize it to get a horizontal direction vector
the orbital camera can tilt vertically, right?
yes
so basically the forwards direction of the camera would be the red arrow, and that needs to kinda be "flattened" onto the x/z plane to get the movement direction to use
so you would use this method for the projection part
https://docs.unity3d.com/ScriptReference/Vector3.ProjectOnPlane.html
ok, i'll try