title: Unintended player movement from transform.InverseTransformDirection
body: <p>this is my first time posting on here. I'm working on a game using the new Unity multiplayer networking solution.
  In summary, the issue is that the player is not moving as intended.</p>
  <p>I am trying to take player input as follows:</p>
  <pre><code>Vector3 worldSpaceDir = new Vector3(Input.GetAxisRaw(&quot;Vertical&quot;), 0, Input.GetAxisRaw(&quot;Horizontal&quot;));
  </code></pre>
  <p>then convert it to the object space coordinates of the player character:</p>
  <pre><code>_inputDirection = transform.InverseTransformDirection(worldSpaceDir);
  </code></pre>
  <p>The issue I'm having is with a rotation of 0 or 180 the player moves as expected with the WASD inputs, however, at 90 or 270 all the inputs are flipped(A = right, D = left, W = backward, S = forward).</p>
  <p>I found a question that is exactly my question but no one responded with an answer. The question is quite old now so I wanted to ask it again for more visibility.</p>
  <p><a href="https://stackoverflow.com/questions/42068961/transform-inversetransformdirection-not-getting-proper-output">Here's a link to the original question.</a></p>