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Question by Shikuma · Sep 28, 2015 at 06:43 AM · joystickshooter3rd person controllerjoysticks

Rotation on X and RotateAround on Y also rotating Z axis

Hello, I am creating a third person controller with an Xbox One Controller. I have the main camera as a child of the player. I am trying to rotate the Player on the Y axis with "RightJoystickX" (looking left and right), then rotating the camera AROUND the player (slightly above) on the X axis. This results in it also rotating on the Z axis. I've read several posts as to why it is doing this, and have found some solutions, however they're for using the mouse position on the screen, which does not help. I also found a solution if I were NOT rotating AROUND an object. (Which is using two different Rotate()'s, one for X and one for Y axis.) However, RotateAround messes that up and does not work.

I plan on using this controller or a shooting game.

Here is my code:

 void Update(){
         //Player movement
         movementVector.x = Input.GetAxis("LeftJoystickX") * movementSpeed;
         movementVector.z = Input.GetAxis("LeftJoystickY") * -movementSpeed;
         movementVector = gameObject.transform.TransformDirection(movementVector);
 
         //Rotate character and camera on Y axis
         characterLookVector = new Vector3(0, Input.GetAxis("RightJoystickX"), 0);
         transform.Rotate(characterLookVector * lookSpeed * Time.deltaTime);
 
         //Rotate camera around player on X axis
         cameraLookVector = new Vector3(Input.GetAxis("RightJoystickY"), 0, 0 );
         rotatePosition = new Vector3(gameObject.transform.position.x, gameObject.transform.position.y + 2f, gameObject.transform.position.z);
         Camera.main.transform.RotateAround(rotatePosition, cameraLookVector, lookSpeed * Time.deltaTime);
       
         //Jumping
         if(characterController.isGrounded){
             movementVector.y = 0;
             if(Input.GetButtonDown("A")) movementVector.y = jumpPower;
         }
 
         movementVector.y -= gravity * Time.deltaTime;
 
         characterController.Move(movementVector * Time.deltaTime);
 
     }

I've tried so many solutions, but none seem to be working using a joystick controller. I fear it may be some complicating work to solve this issue but I'm really not sure. Please help! :)

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