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Question by johnwarejunior · Dec 17, 2020 at 12:39 PM · rotationrigidbody3dscripting beginnerflying

My player spins when I enter play mode. What am I missing?

When I enter Play Mode, my player spins in place. It is a 3D spaceflight/space shooter game. I can still move it via my input settings, but as it moves it continues to rotate. I have the code for the ShipController and Inspector screenshots. Please advise.

 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 
 public class ShipController : MonoBehaviour
 {
     public float forwardSpeed = 25f, strafeSpeed = 7.5f, hoverSpeed = 5f;
     private float activeForwardSpeed, activeStrafeSpeed, activeHoverSpeed;
     private float forwardAcceleration = 2.5f, strafeAcceleration = 2f, hoverAcceleration = 2f;
 
     private float lookRateSpeed = 90f;
     public Vector2 lookInput, screenCenter, mouseDistance;
 
     private float rollInput;
     public float rollSpeed = 90f, rollAcceleration = 3.5f;
 
     // Start is called before the first frame update
     void Start()
     {
         screenCenter.x = Screen.width * 0.5f;
         screenCenter.y = Screen.height * 0.5f;
 
         Cursor.lockState = CursorLockMode.Confined;
     }
 
     // Update is called once per frame
     void Update()
     {
         lookInput.x = Input.mousePosition.x;
         lookInput.y = Input.mousePosition.y;
 
         mouseDistance.x = (lookInput.x - screenCenter.x) / screenCenter.y;
         mouseDistance.y = (lookInput.y - screenCenter.y) / screenCenter.y;
 
         mouseDistance = Vector2.ClampMagnitude(mouseDistance, 1f);
 
         rollInput = Mathf.Lerp(rollInput, Input.GetAxisRaw("Roll"), rollAcceleration * Time.deltaTime);
 
         transform.Rotate(-mouseDistance.y * lookRateSpeed * Time.deltaTime, mouseDistance.x * lookRateSpeed * Time.deltaTime, rollInput * rollSpeed * Time.deltaTime, Space.Self);
 
 
         activeForwardSpeed = Mathf.Lerp(activeForwardSpeed, Input.GetAxisRaw("Vertical") * forwardSpeed, forwardAcceleration * Time.deltaTime);
         activeStrafeSpeed = Mathf.Lerp(activeStrafeSpeed, Input.GetAxisRaw("Horizontal") * strafeSpeed, strafeAcceleration * Time.deltaTime);
         activeHoverSpeed = Mathf.Lerp(activeHoverSpeed, Input.GetAxisRaw("Hover") * hoverSpeed, hoverAcceleration * Time.deltaTime);
 
         transform.position += transform.forward * activeForwardSpeed * Time.deltaTime;
         transform.position += (transform.right * activeStrafeSpeed * Time.deltaTime) + (transform.up * activeHoverSpeed * Time.deltaTime);
     }
 }




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screen-shot-2020-12-17-at-121908-am.png (64.2 kB)
screen-shot-2020-12-17-at-121943-am.png (64.9 kB)
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avatar image xxmariofer · Dec 17, 2020 at 03:44 PM 0
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this line makes no sense to me

          rollInput = $$anonymous$$athf.Lerp(rollInput, Input.GetAxisRaw("Roll"), rollAcceleration * Time.deltaTime);

start by removing Time.deltaTime there makes no sense, you will need to decrease rollAcceleration value

avatar image johnwarejunior xxmariofer · Dec 18, 2020 at 04:32 AM 0
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I tried to comment out the line, removed 'Time.deltaTime' and decreased my rollAcceleration to 0. I am still having the same problem.

From the tutorial I followed, that line was to allow for the spacecraft to roll as another maneuver.

avatar image xxmariofer johnwarejunior · Dec 18, 2020 at 08:28 AM 0
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If the tutorial told you to use

 rollAcceleration * Time.deltaTime

Consider following other tutorial. Anyway have you tried to remove this 3 lines to know which one is giving you issues?

          transform.Rotate(-mouseDistance.y * lookRateSpeed * Time.deltaTime, mouseDistance.x * lookRateSpeed * Time.deltaTime, rollInput * rollSpeed * Time.deltaTime, Space.Self);
          transform.position += transform.forward * activeForwardSpeed * Time.deltaTime;
          transform.position += (transform.right * activeStrafeSpeed * Time.deltaTime) + (transform.up * activeHoverSpeed * Time.deltaTime);
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