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Question by gt23669 · May 12 at 07:34 PM · rotationbeginner

Rotation fails to work correctly when the rotation of another object goes past a cetain point.

I'm having a bit of trouble with my code. It seems when I rotate my character passed a certain point (seems exacerbated when rotation flips between positive and negative), my vertical mouse inputs are flipped or seemingly flipped where the character head rotates up when i move the mouse down and vice versa. Everything is working as expected when I first start. Its also interesting that when I continuously rotate my character horizontally, the head rotates vertically as if it was following a sin wave. void Update() { UpdateCharacterMove(); UpdateCharacterLook(); }

 public void GetCharacterMove(Vector2 moveInput)
 {
     moveInput.Normalize();
     characterMove = new Vector3(moveInput.x, 0, moveInput.y);
 }
 private void UpdateCharacterMove()
 {
     Vector3 velocity = transform.forward * characterMove.z + transform.right * characterMove.x;
     velocity *= moveSpeed * Time.deltaTime;
     controller.Move(velocity);
 }

 public void GetCharacterLook(Vector2 lookInput)
 {
     characterLook = new Vector3(lookInput.x, lookInput.y, 0);
     characterLook.Normalize();
     Debug.Log($"{characterLook}");
 }
 private void UpdateCharacterLook()
 {
     cameraPitch -= characterLook.y * mouseSensativity;
     cameraPitch = Mathf.Clamp(cameraPitch, minCameraPitch, maxCameraPitch);

     Vector3 zAxisCorrection = transform.right * cameraPitch;
     zAxisCorrection.z = 0;
     head.transform.localEulerAngles = zAxisCorrection;

     transform.Rotate(characterLook.x * mouseSensativity * transform.up);
 }
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