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Question by jamesorion44 · Oct 12, 2020 at 05:15 PM · rotation3dcar game

How to rotate player back to 0, 0, 0 when there is no input.

I'm currently trying to make a drifting game. In this code, I have the car rotating slightly when pressing d or a. I want the car to rotate back to 0, 0, 0 when a and d are not being pressed. I put in the if statement at the bottom to do this but now the car doesn't rotate at all. I have no idea why.

using System.Collections; using System.Collections.Generic; using UnityEngine;

public class rotate : MonoBehaviour { float rotSpeed = 100;

 // Update is called once per frame
 void Update()
 {
    if (Input.GetKey(KeyCode.D))
     {
         transform.rotation = Quaternion.RotateTowards(transform.rotation, Quaternion.Euler(0, 40, 0), rotSpeed * Time.deltaTime);
     } 
    
    if (Input.GetKey(KeyCode.A))
     {
         transform.rotation = Quaternion.RotateTowards(transform.rotation, Quaternion.Euler(0, -40, 0), rotSpeed * Time.deltaTime);
     }

     if (Input.GetKey(KeyCode.D) == false || Input.GetKey(KeyCode.A))
     {
         transform.rotation = Quaternion.RotateTowards(transform.rotation, Quaternion.Euler(0, 0, 0), rotSpeed * Time.deltaTime);
     }

     transform.position = new Vector3(Mathf.Clamp(transform.position.x, 0, 0), transform.position.y, transform.position.z);
 }
     

}

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Answer by hola- · Oct 12, 2020 at 05:48 PM

 if (Input.GetKey(KeyCode.D) == false || Input.GetKey(KeyCode.A))
  //this part is the problem, as it is now it says if D is false and A is true, so it’s the same that rotates to the left
 
 if (Input.GetKey(KeyCode.D) == false || Input.GetKey(KeyCode.A) == false)
 //This should work

But anyway it is better if you use the “if else” and “else” statement

 if (Input.GetKey(KeyCode.D))
 {
   //turn right
 }
 else if (Input.GetKey(KeyCode.A))
 {
   //turn left
 }
 else
 {
   //set rotation to 0
 }

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