Quick answer: Project the camera's forward and right vectors onto the horizontal plane, normalize them, and build the desired direction as forward*inputY + right*inputX.

In third person, forward should mean away from the camera, into the screen. Using world axes or raw camera vectors flips controls when the camera moves. Use the flattened basis. Here is how.

How to fix it

1. Flatten the camera vectors

Take the camera's forward and right, zero their vertical component, and normalize. This gives a stable horizontal basis even when the camera looks down at the player.

2. Compose the move direction

Build the desired direction as camForward * inputVertical + camRight * inputHorizontal, then normalize. Now pushing up always moves the character into the screen regardless of camera yaw.

3. Rotate the character to face it

Smoothly rotate the character toward the move direction so movement reads correctly and the model is not sliding sideways while facing elsewhere.

Catching the ones you can't reproduce

The hardest version of this to fix is the one you can't reproduce — it only happens on a player's hardware, OS, driver, or save state, under conditions that simply aren't present on your machine. A report that says “it crashed” or “it froze” gives you nothing to act on, so the bug survives release after release while quietly costing you players.

Automatic error capture closes that gap. Each failure arrives with its full stack trace, the device and OS, the build number, and a breadcrumb trail of what the player did right before it broke, so even a failure you have never seen becomes a specific, reproducible issue. Fold identical failures into one signature ranked by how many players each hits, and your worklist sorts itself worst-first instead of arriving as a stream of vague complaints.

This is where a tool like Bugnet earns its place. Its SDK captures every error automatically with the full stack trace plus device, OS, memory, build, and game-state context, folds duplicates into one grouped issue with an occurrence count, and ties each to the build it first appeared on — so you fix the problem that hurts the most players first and confirm it is gone when its signature disappears from the next release.

A crash you can name from its stack trace is a crash you can usually fix in minutes.