#Thread
1 messages · Page 1 of 1 (latest)
my bad had some stuff
here revert the changes back to the original rotationscript if you haven't got it fixed yet. If you can't go back that far pressing undo, I think it was back here:
#💻┃code-beginner message
also, can you tell me how the rotation works, or just send me a gdl.space of your rotation script?
@flint escarp in case you don't see the thread
Imma look into it tommorrow!!!
alright
void HandleRotation()
{
rotationX = Mathf.Clamp(rotationX, -lookXLimit, lookXLimit);
playerCamera.transform.localRotation = Quaternion.Euler(Mathf.Lerp(transform.rotation.eulerAngles.x, (float)rotationX, Time.deltaTime), 0, 0);
}
the rotation variable is part of the transform so you call transform.rotation.eulerAngles.x
I assume this is the up and down rotation since you get the y component of your mouse, and rotating around the x axis
Yeah I think i did figure something out thanks for the help