So my problem is, we all know Vector3. It works fine, but when your character faces another way, the X changes to let’s say Z and all the values are messed up. How do keep Vector3’s XYZ be X is for right Y is for up and Z is for back, no matter which way I face?
I’m confused of what you’re asking for.
(I’m going to be using CFrame for this example)
Whenever you get the X, Y, Z co-ordinates of a CFrame, Z is always from the Axis of the Part.
For example, if you wanted something behind you, you could do:
Part.CFrame * CFrame.new(0,0,5)
The parts position will be behind the Part. This can be at any angle. To illustrate, here is a picture.
The Green arrow = Part Direction
The Black Part = Part
The Red Part = A new Part behind the Part
Hope this helps
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