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Question by AngryTalon · Mar 10, 2015 at 02:45 PM · c#unity 5programming

Unity C# lean script not working properly

Hello all! I recently adapted a JS from a Unity thread into C# for a Amnesia/Outlast style camera lean, and I've run into an error.

While it does work, whenever I load into the game, the player is slanted to the left, and remains there - even after I hit the E key multiple times. My script is as follows

     public float leanAngle = 35.0f;
     public float leanSpeed = 5.0f;
     public float leanBackSpeed = 6.0f;
 
     // Use this for initialization
     void Start () 
     {
         LeanBack();
     }
     
     // Update is called once per frame
     void Update () 
     {
         if(Input.GetKeyDown(KeyCode.Q))
         {
             LeanLeft();
         }
 
         else if (Input.GetKeyDown(KeyCode.E))
         {
             LeanRight();
         }
 
         else
         {
             LeanBack();
         }
     }
 
     void LeanLeft()
     {
         float currAngle = transform.rotation.eulerAngles.z;
         float targetAngle = leanAngle;
 
         if(currAngle > 180.0f)
         {
             currAngle = 360.0f - currAngle;
         }
 
         float angle = Mathf.Lerp(currAngle, targetAngle, leanSpeed * Time.deltaTime);
         Quaternion rotAngle = Quaternion.Euler(transform.rotation.eulerAngles.x, transform.rotation.eulerAngles.y, angle);
         transform.rotation = rotAngle;
     }
 
     void LeanRight()
     {
         float currAngle = transform.rotation.eulerAngles.z;
         float targetAngle = leanAngle - 360.0f;
 
         if(currAngle > 180.0f)
         {
             targetAngle = 360.0f - leanAngle;
         }
 
         float angle = Mathf.Lerp(currAngle, targetAngle, leanSpeed * Time.deltaTime);
         Quaternion rotAngle = Quaternion.Euler(transform.rotation.eulerAngles.x, transform.rotation.eulerAngles.y, angle);
         transform.rotation = rotAngle;
     }
 
     void LeanBack()
     {
         float currAngle = transform.rotation.eulerAngles.z;
         float targetAngle = leanAngle + 0.0f;
 
         if(currAngle > 180.0f)
         {
             targetAngle = 360.0f;
         }
 
         float angle = Mathf.Lerp(currAngle, targetAngle, leanSpeed * Time.deltaTime);
         Quaternion rotAngle = Quaternion.Euler(transform.rotation.eulerAngles.x, transform.rotation.eulerAngles.y, angle);
         transform.rotation = rotAngle;
     }
 }
 

What am I doing wrong here? Any help is appreciated greatly!

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Answer by hav_ngs_ru · Mar 10, 2015 at 03:24 PM

 if(currAngle > 180.0f)
 {
   targetAngle = 360.0f - leanAngle;
 }

Smth wrong here... I guess it should be like this in all LeanXXX functions:

 if(targetAngle > 180.0f)
 {
   targetAngle = 360.0f - targetAngle;
 }
 
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