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This question was closed Nov 18, 2020 at 12:00 AM by stephen_gregory for the following reason:

The question is answered, right answer was accepted

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Question by stephen_gregory · Nov 17, 2020 at 10:46 PM · rotationquaternioneuler

Quaternion.euler gives me glitch. Why?

Hello!

I'm trying to make a FPS controller movement and i spend like all day to fix this problem but can't find an answer, so if anyone can help me with some links or ideas for fixing, i will be grateful

This is my code with the problem:

   mouseX = Input.GetAxis("Mouse X") * mouseSensitivity * Time.deltaTime; 
   mouseY = Input.GetAxis("Mouse Y") * mouseSensitivity * Time.deltaTime;    
         xRotation = -mouseY;
         var euler = new Vector3(xRotation, 0, 0);
         transform.rotation = Quaternion.Euler(euler.x, euler.y, euler.z);
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Answer by myzzie · Nov 17, 2020 at 11:02 PM

first of, mouseY = Input.GetAxis("Mouse Y") * mouseSensitivity * Time.deltaTime;returns a small value. secondly, var euler = new Vector3(xRotation, 0, 0); creates a quaternion with x being this small value, then you set your rotation to that.

do mouseY += instead. and don't forget to clamp it

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avatar image stephen_gregory · Nov 17, 2020 at 11:14 PM 1
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It's perfect now, the mistake of attention because I didn't see that I didn't add them but I was sure I was doing it.... Thank you so much for the answer

avatar image stephen_gregory · Nov 17, 2020 at 11:16 PM 0
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It's better to use - instead of + mouseY -= because the rotation is reversed(up is down and down is up)

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