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Question by BrekWorld_official · Sep 08, 2019 at 09:15 PM · unity 5unity android

Character Spinning Issue

When character slightly colliding with child object, my character starts to spin. https://imgur.com/a/gXk7q79 I picked up script from asset store and slightly edit it.alt text

 using UnityEngine;
 using System.Collections;
 
 [RequireComponent(typeof(Rigidbody))]
 
 public class PlayerMoveController : MonoBehaviour {
 
     // PUBLIC
     public SimpleTouchController leftController;
     public SimpleTouchController rightController;
     public Transform headTrans;
     public float speedMovements = 5f;
     public float speedContinuousLook = 100f;
     public float speedProgressiveLook = 3000f;
 
     // PRIVATE
     private Rigidbody _rigidbody;
     [SerializeField] bool continuousRightController = true;
 
     void Awake()
     {
         _rigidbody = GetComponent<Rigidbody>();
         rightController.TouchEvent += RightController_TouchEvent;
     }
 
     public bool ContinuousRightController
     {
         set{continuousRightController = value;}
     }
 
     void RightController_TouchEvent (Vector2 value)
     {
         if(!continuousRightController)
         {
             UpdateAim(value);
         }
     }
 
 
     public void move_Forward()
     {
         _rigidbody.AddForce(new Vector3(transform.localPosition.x, transform.localPosition.y, transform.localPosition.z * -speedMovements));
     }
 
 
 
 
     void Update()
     {
         // move
         _rigidbody.MovePosition(transform.position + (transform.forward * leftController.GetTouchPosition.y * Time.deltaTime * speedMovements) +
             (transform.right * leftController.GetTouchPosition.x * Time.deltaTime * speedMovements) );
 
         if(continuousRightController)
         {
             UpdateAim(rightController.GetTouchPosition);
         }
     }
 
     void UpdateAim(Vector2 value)
     {
         if(headTrans != null)
         {
             Quaternion rot = Quaternion.Euler(0f,
                 transform.localEulerAngles.y - value.x * Time.deltaTime * -speedProgressiveLook,
                 0f);
 
             _rigidbody.MoveRotation(rot);
 
             rot = Quaternion.Euler(headTrans.localEulerAngles.x - value.y * Time.deltaTime * speedProgressiveLook,
                 0f,
                 0f);
             headTrans.localRotation = rot;
 
         }
         else
         {
 
             Quaternion rot = Quaternion.Euler(transform.localEulerAngles.x - value.y * Time.deltaTime * speedProgressiveLook,
                 transform.localEulerAngles.y + value.x * Time.deltaTime * speedProgressiveLook,
                 0f);
 
             _rigidbody.MoveRotation(rot);
         }
     }
 
     void OnDestroy()
     {
         rightController.TouchEvent -= RightController_TouchEvent;
     }
 
 }
 


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