public void CalculateMovement() { if (_gameplayCameraTransform.isSet) { Vector3 cameraForward = _gameplayCameraTransform.Transform.forward; cameraForward.y = 0f; Vector3 cameraRight = _gameplayCameraTransform.Transform.right; cameraRight.y = 0f; Vector3 adjustedMovement = cameraRight.normalized * _previousMovementInput.x + cameraForward.normalized * _previousMovementInput.y; MovementInput = Vector3.ClampMagnitude(adjustedMovement, 1f); MovementInput.Normalize(); } }