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rigidbody.AddForce not relative to rigidbody's rotation.

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I have a control system set up for a rigid body character, but the movement isn't relative. How do I make it relative? #pragma strict var MovementSpeed : float; //var JumpHeight : float; private var MovementVer : int; private var MovementHor : int; function Update() { MovementVer = Input.GetAxis("Vertical") * MovementSpeed * Time.deltaTime; MovementHor = Input.GetAxis("Horizontal") * MovementSpeed * Time.deltaTime; } function FixedUpdate () { rigidbody.AddForce(Vector3(MovementHor, 0, MovementVer)); }

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