Question by 
               MisteriosM · Jan 03, 2017 at 11:07 PM · 
                rotationtransformrotaterotate objectworldspace  
              
 
              how do I rotate an object without affecting later rotation?
I am trying to rotate an object using a controller Stick. Unfortunately previous rotations seem to affect the absolute rotation the object is turning in. If I flip it upside down the left and right rotation will be reversed, for example.
I read about Quaternions but I can't understand them.
Sorry for being such a noob, hope you can help.
Here is my code:
 public class PlanetSpin : MonoBehaviour
 {
 
     public OVRInput.Controller controller;
     public float rotationspeed = 15;
 
 
     // Use this for initialization
     void Start()
     {
         transform.localRotation = Random.rotation;
     }
 
     // Update is called once per frame
     void Update()
     {
 
         Vector2 rStickXYPos = OVRInput.Get(OVRInput.Axis2D.SecondaryThumbstick);
         float rStickXPos = rStickXYPos.x;
         float rStickYPos = rStickXYPos.y;
 
         if (rStickYPos != 0) transform.Rotate(Time.deltaTime * rotationspeed * rStickYPos, 0, 0, Space.World);
 
         if (rStickXPos != 0) transform.Rotate(0,0,Time.deltaTime * rotationspeed * rStickXPos, Space.World);
     }
 }
               Comment
              
 
               
              Your answer
 
 
              koobas.hobune.stream
koobas.hobune.stream 
                       
                
                       
			     
			 
                