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Question by salammhr123456789 · May 01, 2018 at 08:35 PM · rotationrotatez-axis

,The object rotates in z axis unwantedly

this is my code. I want to rotate the object in this way: press a buttom and the object rotate in the given axis but thre is a problem. when I rotate it in both Y and X it unwantedly rotates in z too I cant find any reason for this (I want something like rotating a first person camera but in this way) here is my code

using UnityEngine; using System.Collections; public class sss : MonoBehaviour {

 public float turnSpeed = 90;
 void Update () {

     if (Input.GetKeyDown(KeyCode.LeftArrow))
         transform.Rotate(Vector3.up, -turnSpeed, Space.World);
 
     if (Input.GetKeyDown(KeyCode.RightArrow))
         transform.Rotate(Vector3.up, turnSpeed, Space.World);
 
     if (Input.GetKeyDown(KeyCode.UpArrow))
         transform.Rotate(Vector3.right, turnSpeed, Space.World);
 
     if (Input.GetKeyDown(KeyCode.DownArrow))
         transform.Rotate(Vector3.right, -turnSpeed, Space.World);


 }

}

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avatar image TreyH · May 01, 2018 at 09:15 PM 0
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Have you tried using Space.Self ins$$anonymous$$d?

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Answer by MohammadAlizadeh · May 02, 2018 at 11:16 AM

Your code is correct but you're actually rotating it freely in all directions:

 private float velocityX, velocityY;
 public float maxX = 90f;
 public float maxY = 45f;
 
 public float turnSpeed = 3f;
 
 void Update () {
         if(Input.GetKeyDown (KeyCode.LeftArrow)) {
                     velocityX += turnSpeed;
             }
             if(Input.GetKeyDown (KeyCode.RightArrow)) {
                     velocityX -= turnSpeed;
             }
             if(Input.GetKeyDown (KeyCode.UpArrow)) {
                     velocityY -= turnSpeed;
             }
             if(Input.GetKeyDown (KeyCode.DownArrow)) {
                     velocityY += turnSpeed;
             }
 
         //clamp values
         if (velocityX > 360) {
             velocityX -= 360;
         }
         if (velocityX < -360) {
             velocityX += 360;
         }
         if (velocityY > 360) {
             velocityY -= 360;
         }
         if (velocityY < -360) {
             velocityY += 360;
         }
 
         velocityX = Mathf.Clamp (velocityX, -maxX, maxX);
         velocityY = Mathf.Clamp (velocityY, -maxY, maxY);
 
         transform.rotation = Quaternion.Euler (velocityY, velocityX, 0);
 }

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avatar image salammhr123456789 · May 02, 2018 at 02:29 PM 0
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thanks. but I dont want to use mouse..$$anonymous$$eyboard Only.could you give me a new code?

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Answer by stardust-system · May 01, 2018 at 09:10 PM

If you don't ever need it to move on the Z axis, you could always put a RigidBody component on the GameObject and freeze rotation along the Z axis.

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