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Question by DaniruKoresan · May 17, 2016 at 04:19 AM · rotationtransformvector3rotatefirst-person-controller

How do I make gameObject.transform.rotation.z equal to a set float value?

I'm trying to make a simple First Person Camera Controlelr for use with the standard Xbox 360 controller.

I couldn't find a way to equal the GameObject's rotation to a particular value without using a Vector3. As it wouldn't allow me to do this:

 if (gameObject.transform.rotation.z > 0f)
 {
    gameObject.transform.rotation.z == 0f;
 }

Attempting to use a new Vector3 to hold my desired values has also been futile:

 if (gameObject.transform.rotation.z > 0f) //Z-axis rotation limit.
         {
             gameObject.transform.rotation.z = new Vector3(fControllerZLimit,fControllerZLimit,fControllerZLimit);
         }

gameObject.transform.Rotate won't work for this as I need the Camera's Z axis to always equal 0 so it stays upright.

Rotation is a pain T-T

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Answer by aditya · May 17, 2016 at 05:23 AM

         Vector3 tempRot = new Vector3 ();
         tempRot.z = fControllerZLimit;
         gameObject.transform.rotation = Quaternion.Euler (tempRot);


initialize tempRot with values that you don't want to be changed ever

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Answer by arbazgillani · May 17, 2016 at 05:46 AM

Use Gameobject.Qauternion.euler(x,y,z); save the values of x,y as required and put the z value which you want. Your problem will be solved.

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