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Question by byronaw · Dec 22, 2017 at 08:21 AM · c#unity 5rotationmovement script

First person shooter Rotation continuing beyond 180 degrees,first person shooter rotates continiously

I am creating a first person shooter and I am having a problem with rotating, I can look beyond my feet and then flip 180 degrees heres a drawing of it happening alt text

Here is my script

 public class Moveme : MonoBehaviour
 {
     public float speed = 6.0F;
     public float jumpSpeed = 8.0F;
     public float gravity = 20.0F;
     private Vector3 moveDirection = Vector3.zero;
     private float turner;
     private float looker;
     public float sensitivity;

     // Use this for initialization
     void Start()
     {

     }

     // Update is called once per frame
     void Update()
     {
         CharacterController controller = GetComponent<CharacterController>();
         // is the controller on the ground?
         if (controller.isGrounded)
         {
             //Feed moveDirection with input.
             moveDirection = new Vector3(Input.GetAxis("Horizontal"), 0, Input.GetAxis("Vertical"));
             moveDirection = transform.TransformDirection(moveDirection);
             //Multiply it by speed.
             moveDirection *= speed;
             
             //Jumping
             if (Input.GetButton("Jump"))
                 moveDirection.y = jumpSpeed;

         }
         turner = Input.GetAxis("Mouse X") * sensitivity;
         looker = -Input.GetAxis("Mouse Y") * sensitivity;
         if (turner != 0)
         {
             //Code for action on mouse moving right
             transform.eulerAngles += new Vector3(0, turner, 0);
         }
         if (looker != 0)
         {
          print(looker);
             {
                 //Code for action on mouse moving right
                 transform.eulerAngles += new Vector3(looker, 0, 0);
             }
         }
         //Applying gravity to the controller
         moveDirection.y -= gravity * Time.deltaTime;
         //Making the character move
         controller.Move(moveDirection * Time.deltaTime);
     }
 }

,

problem.png (10.3 kB)
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