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Question by StigC · Oct 31, 2017 at 07:44 AM · rotationinputupdatedetectionaim

Keep current rotation?

Hi there,

I've got this fairly simple script checking how to rotate my crosshair around. Problem is it's only updating the rotation as long as I'm making an input. If I stop moving around the rotation goes back to 0,0,0.

How do I keep the current rotation, whether I'm using the keyboard or controller inputs? Once I stop moving I'd like to keep the same rotation as my latest input.

The script:

 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 
 public class PlayerAim : MonoBehaviour {
     private float rotZ;
     public bool inputSelection;
 
     void Update()
     {
         transform.rotation = Quaternion.Euler(0, 0, rotZ);
 
         //Detect if we're using just the keyboard.
         if (Input.GetAxis("LeftStickHorizontal") < -0.25f || Input.GetAxis("LeftStickHorizontal") > 0.25f || Input.GetAxis("LeftStickVertical") < -0.15f || Input.GetAxis("LeftStickVertical") > 0.25f)
         {
             inputSelection = true;
         }
         //Detect if we're using a Controller.
         if (Input.GetAxis("RightStickHorizontal") < -0.25f || Input.GetAxis("RightStickHorizontal") > 0.25f || Input.GetAxis("RightStickVertical") < -0.25f || Input.GetAxis("RightStickVertical") > 0.25f)
         {
             inputSelection = false;
         }
 
 
         //If using a keyboard:
         if (inputSelection)
         {
             rotZ = Mathf.Atan2(Input.GetAxis("LeftStickVertical"), Input.GetAxis("LeftStickHorizontal")) * Mathf.Rad2Deg;
         }
 
         //If using a Controller:
         if (!inputSelection)
         {
             rotZ = Mathf.Atan2(Input.GetAxis("RightStickVertical"), Input.GetAxis("RightStickHorizontal")) * Mathf.Rad2Deg;
         }
     }
 }
 


Any help is appreciated!

Thanks

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avatar image StigC · Nov 01, 2017 at 11:25 PM 0
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Here's an image that'll hopefully explain what I'm trying to do. alt text

this.png (84.2 kB)

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