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How should I move my character based on the camera

orientation? I've also been playing some Elden Ring and I like the left right movement where the character will walk in circles.

Vector3 direction = new Vector3(inputVector.x, 0, inputVector.y).normalized;

if (direction.magnitude >= 0.1f) {
// Calculate the move direction based on the camera's orientation
float targetAngle = Mathf.Atan2(direction.x, direction.z) * Mathf.Rad2Deg;
float moveSpeed = speed * Time.deltaTime;

Vector3 moveDir = Quaternion.Euler(0, targetAngle, 0) * Vector3.forward;
Vector3 velocity = moveDir * moveSpeed;

// Ensure we handle collisions with our existing logic
Vector3 finalMovement = ColllideAndSlide(velocity, transform.position, 0, false, velocity);
_rigidbody.MovePosition(transform.position + finalMovement);
}

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You will need a way to lock an enemy, then from there you want the intersection points of a circle of diameter 1 around your player and a circle of diameter distance(player, target) centered around the target. From there those two points mark your left and right unit vectors, that should give you a good approximation of elden ring's strafing around enemies

Snoop Christ-(Alex) Автор вопроса
Ludovic 'Archivist' Lagouardette
You will need a way to lock an enemy, then from th...

Btw I switch to cinemachine for the camera, I suppose I can just use that as a movement ref?

Snoop Christ (Alex)
Btw I switch to cinemachine for the camera, I supp...

Yeah, since this type of formula is just indexed on the camera, it basically changes nothing

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