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Question by overki11 · Jan 20, 2016 at 01:01 AM · cameraplayercartransform.rotate

Car Controller not manipulating player's camera on enter

Hi. I'm relatively new to Unity and Programming in general, and I've been making a car controller for my simple game. I've run into a bit of trouble, and I can't figure out why. I've approached with several methods and I can't find anything wrong. I've even used Debug.Log to make sure that It's referencing the right Child Object (The player's camera). I'm trying to rotate the player's camera to face straight so that if he enters the car looking down it will make it look forward again. It's the line referencing the Player's GameObject Child in the 0 Index in the EnterExit Car function. Please tell me what's wrong, it's likely a simple mistake.

CarController

 using UnityEngine;
 using System.Collections;
 
 public class CarController : MonoBehaviour {
     public bool carOccupied;
     public Vector3 CarSeatPosition;
     public Quaternion CarSeatRotation;
     public GameObject player;
     public GameObject playerCamera;
     public int CarSpeed;
     public int rotateSpeed;
     public int AccelerationDecelerationSpeed;
     PlayerMovement playerMovScript;
     Rigidbody plyRigidBody;
     // Use this for initialization
     void Start () {
         playerMovScript = player.GetComponent<PlayerMovement>();
         plyRigidBody = player.GetComponent<Rigidbody>();
     }
     
     // Update is called once per frame
     void Update () {
 
         if (Input.GetButton("Forward") && carOccupied == true){
             transform.position += transform.forward * CarSpeed * Time.deltaTime;
         }
 
         if (Input.GetButton("Backward") && carOccupied == true)
         {
             transform.position += -transform.forward * CarSpeed * Time.deltaTime;
         }
 
         if (Input.GetButton("Left") && carOccupied == true)
         {
             transform.Rotate(0, -rotateSpeed * Time.deltaTime, 0);
         }
 
         if (Input.GetButton("Right") && carOccupied == true)
         {
             transform.Rotate(0, rotateSpeed * Time.deltaTime, 0);
         }
 
         if (Input.GetButtonDown("Interact") && carOccupied == true)
         {
             EnterExitCar();
         }
     }
 
     public void EnterExitCar()
     {
         if (!carOccupied)
         {
             //Destroy(player.GetComponent<Rigidbody>());
             plyRigidBody.isKinematic = true;
             player.transform.GetChild(0).transform.Rotate(new Vector3(-player.transform.GetChild(0).transform.rotation.x, 0, 0));
             player.transform.localRotation = CarSeatRotation;
             player.transform.parent = gameObject.transform;
             player.transform.localPosition= CarSeatPosition;
             playerMovScript.mouselookEnabled = false;
             playerMovScript.walkEnabled = false;
             carOccupied = true;
         } else
         {
             // player.AddComponent<Rigidbody>();
             // player.GetComponent<Rigidbody>().isKinematic = false;
             plyRigidBody.isKinematic = false;
             player.transform.parent = null;
             player.transform.position = transform.position - new Vector3(-1, 0, 0);
             playerMovScript.mouselookEnabled = true;
             playerMovScript.walkEnabled = true;
             carOccupied = false;
         }
     }
 }
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