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Question by
Major · Jun 18, 2014 at 05:25 AM ·
rotationeuleranglesmathfsmoothdampout
Mathf.SmoothDamp freeking out?
I am trying to lag the player body behind the player head, but when my character falls down, or the rotation in the x or z changes at all things just spaz and freek out. That is about all the detail that I can give because I don't know what is causing it. Here is the relevant code:
horizontalRot += Input.GetAxis ("Mouse X") * mouseSensitivity;
currentYRot = Mathf.SmoothDamp(currentYRot, horizontalRot, ref yRotV, smoothDamp);
transform.localRotation = Quaternion.Euler(transform.localEulerAngles.x, currentYRot, transform.localEulerAngles.z);
Any advice would be helpful, thanks!
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