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Question by Jjadter · Sep 18, 2019 at 04:42 PM · c#unity 5rigidbody

unity restricting rotation even though i don't want it to.

My player has a script to make it turn while flying. The script has been working well up until a short while ago, whereupon it started making it so that the player cannot rotate past a certain point in one direction and it clips to that point when rotating from the other. I don't know what I did to make it start doing this and I don't know how to make it stop.

Here is my script for player movement anyways just in case:

     private float movespeed = 30.5f;
     private float rotspeed = 50f;
     public Rigidbody rb;
     public Vector3 rotationeulerx;
     public Vector3 rotationeulery;
     public Vector3 rotationeulerz;
 
 
     public float distanceground;
 
     public bool isGrounded = false;
     private float gravity = -6.00f;
     public bool Groundcling = false;
     private float Grounddown = -50;
 
     public Camera cam;
     public Vector3 forwardoffset;
     RaycastHit hitinfo;
     RaycastHit groundfalldir;
     public Vector3 surfaceNormal;
     public Vector3 forwardrelativesurfaceNormal;
     public Vector3 grounddownforce;
   
 
   void Start()
     {
         rb = GetComponent<Rigidbody>();
 
         distanceground = GetComponent<Collider>().bounds.extents.y;
         Vector3 grounddownforce = Grounddown * transform.forward;
         cam = Camera.main;
 
         
     }
 
     // Update is called once per frame
     void Update()
     {
 
         if (Groundcling)
         {
             rotspeed = 100f;
         }
         if (!Groundcling)
         {
             rotspeed = 50f;
         }
 
         rotationeulerz = new Vector3(0, 0, rotspeed);
         rotationeulery = new Vector3(0, rotspeed, 0);
         rotationeulerx = new Vector3(rotspeed, 0, 0);
 
         {
             if (Input.GetKey(KeyCode.Space))
             {
                 rb.AddForce(Vector3.up * Time.deltaTime * movespeed);
             }
 
             if (Input.GetKey(KeyCode.W))
             {
                 rb.AddForce(transform.forward * Time.deltaTime * movespeed);
             }
 
             if (Input.GetKey(KeyCode.S))
             {
                 rb.AddForce(transform.forward * Time.deltaTime * -movespeed);
             }
 
             if (Input.GetKey(KeyCode.A))
             {
                 rb.AddForce(transform.right * Time.deltaTime * -movespeed);
             }
 
             if (Input.GetKey(KeyCode.D))
             {
                 rb.AddForce(transform.right * Time.deltaTime * movespeed);
             }
 
             if (Input.GetKey(KeyCode.J))
             {
                 Quaternion deltarotation = Quaternion.Euler(-rotationeulery * Time.deltaTime);
                 rb.MoveRotation(rb.rotation * deltarotation);
             }
 
             if (Input.GetKey(KeyCode.L))
             {
                 Quaternion deltaroation = Quaternion.Euler(rotationeulery * Time.deltaTime);
                 rb.MoveRotation(rb.rotation * deltaroation);
             }
 
             if (!Groundcling)
             {
                 if (Input.GetKey(KeyCode.I))
                 {
                     Quaternion deltarotation = Quaternion.Euler(rotationeulerx * Time.deltaTime);
                     rb.MoveRotation(rb.rotation * deltarotation);
                 }
 
                 if (Input.GetKey(KeyCode.K))
                 {
                     Quaternion deltarotation = Quaternion.Euler(-rotationeulerx * Time.deltaTime);
                     rb.MoveRotation(rb.rotation * deltarotation);
                 }
 
                 if (Input.GetKey(KeyCode.O))
                 {
                     Quaternion deltarotation = Quaternion.Euler(-rotationeulerz * Time.deltaTime);
                     rb.MoveRotation(rb.rotation * deltarotation);
                 }
                 if (Input.GetKey(KeyCode.U))
                 {
                     Quaternion deltarotation = Quaternion.Euler(rotationeulerz * Time.deltaTime);
                     rb.MoveRotation(rb.rotation * deltarotation);
                 }
 
             }
         }
 
         { //tells me if rigidbody is on the ground
             if (!Physics.Raycast(transform.position, -Vector3.up, out hitinfo, distanceground + .10f))
             {
                 isGrounded = false;
                 //print("In Air");
             }
             if (Physics.Raycast(transform.position, -Vector3.up, out hitinfo, distanceground + .10f))
             {
                 if (!hitinfo.collider.isTrigger)
                 {
                     isGrounded = true;
                     //print("On Ground");
                 }
             }
         }
 
         { //adds gravity when not flying
             if (!isGrounded)
             {
                 if (!Input.GetKey(KeyCode.Space))
                 {
                     rb.AddForce(Vector3.up * gravity * Time.deltaTime);
                 }
             }
         }
 
         {
             forwardoffset = Vector3.Cross(transform.right, hitinfo.normal);
         }
 
         {
             Debug.DrawLine(transform.position, transform.position + forwardoffset * 2, Color.blue);
         }
 
         //Physics.Raycast(transform.position, -Vector3.up, out groundfalldir, Mathf.Infinity);
         
         CharacterfacerelativetoSurface();
     }
     private void FixedUpdate()
     {
         {
             if (rb == isGrounded)
             {
                 Groundcling = true;
                 // print("on it");
             }
             if (Input.GetKey(KeyCode.Space))
             {
                 Groundcling = false;
             }
 
             if (Groundcling == true)
             {
                 // print("on ground");
             }
 
             {
                 if (Groundcling)
                 {
                     if (!isGrounded)
                     {
                         rb.AddForce(0, Grounddown * Time.deltaTime, 0);
                         //rb.AddForce(transform.up * Grounddown * Time.deltaTime);
                         //print("space difference");
 
 
                         //surfaceNormal = groundfalldir.normal;
                         //rb.AddForce(surfaceNormal * Grounddown * Time.deltaTime);
                     }
 
                 }
 
             }
 
         }
     }
 
     private void CharacterfacerelativetoSurface()
     {
 
 
         if (Physics.Raycast(transform.position, -Vector3.up, distanceground + .1f))
         {
             if (!Input.GetKey(KeyCode.J))
             {
                 if (!Input.GetKey(KeyCode.L))
 
                 {
 
                     RaycastHit mousePosition;
                     //Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition);
 
                     Physics.Raycast(Input.mousePosition, Vector3.down, out mousePosition, Mathf.Infinity);
 
                     //surfaceNormal = hitinfo.normal;
                     //Quaternion targetRotation = Quaternion.FromToRotation(Vector3.up, surfaceNormal);
                     //Vector3 mousePosInLocalSpace = Quaternion.Inverse(targetRotation) * (mousePosition.point - transform.position);
                     //float turnByAngle = Mathf.Atan(mousePosInLocalSpace.x * -90) * Mathf.Rad2Deg;
                     //targetRotation = targetRotation * Quaternion.AngleAxis(turnByAngle, surfaceNormal);
 
                     //I assume I am meant to add this last line in below as it wont rotate without rb.MoveRotation. 
                     //rb.MoveRotation(Quaternion.LerpUnclamped(transform.rotation, targetRotation, Time.deltaTime * 10));
 
 
                     surfaceNormal = hitinfo.normal;
                     forwardrelativesurfaceNormal = Vector3.Cross(transform.right, surfaceNormal);
                     Quaternion targetrotation = Quaternion.LookRotation(forwardrelativesurfaceNormal, surfaceNormal);
                     rb.MoveRotation(Quaternion.LerpUnclamped(transform.rotation, targetrotation, Time.deltaTime * 10));
 
                     //rb.MoveRotation(Quaternion.LerpUnclamped(transform.rotation, forwardrotate, Time.deltaTime));
 
                 }
             }
         }
             if  (Groundcling)
             {
                 if (!isGrounded)
                 {
                     if (Physics.Raycast(transform.position, - Vector3.up, out groundfalldir, distanceground = .3f))
                     {
                         if (!Input.GetKey(KeyCode.J))
                         {
                             if (!Input.GetKey(KeyCode.L))
                             {
                                 surfaceNormal = groundfalldir.normal;
                                 forwardrelativesurfaceNormal = Vector3.Cross(transform.right, surfaceNormal);
                                 Quaternion targetrotation = Quaternion.LookRotation(forwardrelativesurfaceNormal, surfaceNormal);
                                 rb.MoveRotation(Quaternion.LerpUnclamped(transform.rotation, targetrotation, Time.deltaTime * 10));
                             }
                         }
                     }
                 }
             }
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avatar image WarmedxMints · Sep 18, 2019 at 05:17 PM 0
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It may be down to gimbal lock. Rotation should really be done via quaternions and not Euler angles. There's a lot of different rotations being applied there so I'm not sure which rotation is being applied when you get the issue.

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