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Question by Halocrafter · Jan 30, 2020 at 12:10 AM · controlsfirst person controllerflight sim

Flight Controller - Pitch/Roll Issues

Hey, devs. I decided to play around with making a character controller for a flight sim type of game. I have throttle, yaw, pitch, and roll implemented aside from one hitch. The pitch only works as intended when the camera is at 0 degree rotation on the Z axis. No matter what, pulling up or pushing down on the mouse Y axis only rotates the camera/transform on the global X axis, despite using the localRotation variable. What do I have wrong here?

This is a link for a video demonstrating what's happening, and below, I have supplied my code:

 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 
 public class FlightControl : MonoBehaviour
 {
     public CharacterController controller;
     public Camera pilotCam;
 
     public float currentSpeed;
     public const float maxSpeed = 30f;
     public const float minSpeed = 0f;
     public float yzAxisSpeed;
     public float accelRate;
     float xRotation = 0f;
     float zRotation = 0f;
     float yRotation = 0f;
 
     public float yMouseSensitivity = 100f;
     public float xMouseSensitivity = 70f;
     public float zTurnSpeed = 40f;
 
     // Start is called before the first frame update
     void Start()
     {
         accelRate = .6f;
         yzAxisSpeed = 5f;
         controller = GetComponent<CharacterController>();
 
         Cursor.lockState = CursorLockMode.Locked;
     }
 
     // Update is called once per frame
     void Update()
     {
         
         float x = Input.GetAxis("Horizontal");
         float y = Input.GetAxis("ZAxis");
         float z = Input.GetAxis("Vertical");
 
         Vector3 move = ((transform.right * x) * yzAxisSpeed) + (transform.forward * currentSpeed) + ((transform.up * y) * yzAxisSpeed);
 
         controller.Move(move * Time.deltaTime);
 
         if (Input.GetKey(KeyCode.W))
         {
             if (currentSpeed < maxSpeed)
             {
                 currentSpeed += accelRate * Time.deltaTime;
             }
         }
         if (Input.GetKey(KeyCode.S))
         {
             if (currentSpeed > minSpeed)
             {
                 currentSpeed -= accelRate * Time.deltaTime;
             }
         }
 
         float mouseZ = Input.GetAxis("Mouse X") * xMouseSensitivity * Time.deltaTime;
         float mouseY = Input.GetAxis("Mouse Y") * yMouseSensitivity * Time.deltaTime;
         float turnX = Input.GetAxis("Yaw") * zTurnSpeed * Time.deltaTime;
 
 
         xRotation += mouseY;
         zRotation -= mouseZ;
         yRotation += turnX;
 
         transform.localRotation = Quaternion.Euler(xRotation, yRotation, zRotation);
     }
 }


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