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Question by Zeepblok · Jun 28, 2021 at 11:19 AM · transform.rotate

Underwater movement Z-axis rotation

Hi all,

I'm making an underwater game (you're a fish blub blub) and I made the movement an combination of keyboard and mouse.

The keyboard makes you go forward, backward and turn's you left or right The mouse pans you up and down

Now I only have a problem witch I can't solve. If I use my script with both the mouse and keyboard part on if I press the turn keys I also turn on the Z axis doing a barrelroll. If I disable one of the 2 parts it works great. How can I fix it that they work together?

     void Update()
     {
         handleKeyboard();
         handleMouse();
         HandleAnimation();
     }
 
     private void handleKeyboard()
     {
         float z = Input.GetAxisRaw("Horizontal");
         float x = Input.GetAxisRaw("Vertical");
         _move = transform.forward * x;
         _move.Normalize();
         _controller.Move(_move * (Time.deltaTime * playerSpeed));
         _controller.Move(playerVelocity * Time.deltaTime);
         
         if (x == -1)
         {
             transform.Rotate(Vector3.up * (z * -turnSpeed * Time.deltaTime));
         }
         else
         {
             transform.Rotate(Vector3.up * (z * turnSpeed * Time.deltaTime));
         }
     }
 
     private void handleMouse()
     {
         float mouseY = Input.GetAxis("Mouse Y") * mouseSensitivity * Time.deltaTime;
         transform.Rotate(Vector3.left * mouseY);
     }
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Answer by b4guw1x · Jun 28, 2021 at 12:43 PM

You can simply check the mouse is used or not.

if(x == -1 && mouseY == 0) //Do the stuff

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avatar image Zeepblok · Jun 28, 2021 at 01:44 PM 0
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But I want to keep the ability to turn when panning. If I implement this I won't be able to do both at the same time.

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