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Question by FiliBu5ter · Jan 28, 2018 at 01:05 PM · rotationquaterniongetaxis

Problem with gameObject.transfrom.rotation and GetAxis

I'm trying to make a turning script that both moves and rotates an object, though it's not quite working as intetended`

 if (Input.GetAxis ("Horizontal") > 0) {
             objectPostition.x += turnSpeed * Time.deltaTime;
             if (gameObject.transform.rotation.x != -45.0f) {
                 Debug.Log ("Called");
                 Debug.Log (objectRotation.x);
                 objectRotation.x -= tilt * Time.deltaTime;
                 if (objectRotation.x < -45.0f) {
                     objectRotation.x = -45.0f;
                 }
             } else if (Input.GetAxis ("Horizontal") < 0) {
                 objectPostition.x -= turnSpeed * Time.deltaTime;
                 if (gameObject.transform.rotation.x != 45.0f) {
                     Debug.Log ("Called");
                     objectRotation.x += tilt * Time.deltaTime;
                     if (objectRotation.x > 45.0f) {
                         objectRotation.x = 45.0f;
                     }
                 }
                 if (gameObject.transform.rotation.x != 0.0f) {
                     Debug.Log ("Called");
                     if (gameObject.transform.rotation.x <= 45.0f) {
                         Debug.Log ("Called");
                         objectRotation.x -= tilt * Time.deltaTime;
                     } else if (gameObject.transform.rotation.x >= -45.0f) {
                         Debug.Log ("Called");
                         objectRotation.x += tilt * Time.deltaTime;
                     }
                 }
             }
         }`

This is the main block of code called within Update().

ObjectRotation is a Quaternion variable I've created which is meant to update the object's rotation in Update():

 gameObject.transform.rotation = objectRotation;

However, when an input is entered, the object's X Rotation changes to either 180 or -180(Depending on the Axis) I have no idea what's causing this, but I think the problem is that transform.rotation is not updating, considering I also made this if statement, in the hopes of forcefully updating the value, but it also doesn't work, but logs the message into the console:

     if (Input.GetKeyDown (KeyCode.R)) {
         gameObject.transform.rotation = objectRotation;
         Debug.Log ("Pressed");
     }

There are also no errors in the script or that occur during runtime.

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