I have a Space Shuttle that i want to rotate
on Vector3.up
and Vector3.left
, so that the player can look up/down and left/right with the Shuttle.
This is the code i use:
// Rotate the ship
transform.Rotate(Vector3.up, distX * rotateSpeed * Time.deltaTime, Space.Self);
transform.Rotate(Vector3.left, distY * rotateSpeed * Time.deltaTime, Space.Self);
where distX
is a value for the strength of the rotation, based on Mouse X
- Axis and rotateSpeed
is just a value for the speed of the rotation.
However, if i use this script to rotate my ship, it gets rotated by the z-axis, too.
And i have no idea why it's doing this. These are the only lines in my code (yet) that do something with the rotation of the Shuttle.
What i tried yet is to replace Vector3.up
by transform.up
and Vector3.left
by transform.right
(also changed distY
to -distY
in the second case), but didn't work either.
You can assign Euler value of 0 to z like which allows you to restrict rotation in z axis :
distX = Input.GetAxis("Vertical") * rotateSpeed * Time.deltaTime;
distY = Input.GetAxis("Horizontal") * rotateSpeed * Time.deltaTime;
transform.rotation = Quaternion.Euler(distX, distY, 0f);
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