In the lecture Rick uses Vector3.forward while showing and explaining it with transform.forward. I tried transform.forward and it does not work, it’s just shortform for the global z-axis. But shouldn’t Vector3.forward be the global z-axis as it does not know the rotation and therefore to local forward axis of the game object?
Actually transform.forward will always be the Z vector of the object after rotations have been applied. With no rotations, transform.forward would be 0,0,1, but if, for example, the transform was rotated 90 degrees in the Y axis then the transform.forward would be 1,0,0
Vector3.forward is a constant and will always be 0,0,1
If you apply Transform.Translate(transform.forward * Time.deltaTime), the object will move in the rotated direction of the object.
If you apply Transform.Translate(Vector3.forward * Time.deltaTime) the object will move in the postive Z direction regardless of the object’s rotation.
Alright, thanks for the explanation!
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