hi i am having some issues with moving along local axis as apposed to the world axis im making a jet/spaceship move Ship.localRotation = Quaternion.Euler(pitch, 0, roll); Ship.localPosition = Ship.localPosition + new Vector3(0, 0, Speed * Time.deltaTime); the problem is when i tilt the jet it continues moving along the world axis same issue with the pitch when i bank the ship and pull up to turn it just rotates on the world axis :/ im not sure what im doing wrong
The local position is in relation to the parent of your Ship. You are adding a vector which is in world coordinates. transform.forward is a vector (0, 0, 1) Try using: Ship.localPosition += Ship.forward * Speed * Time.deltaTime;