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Question by ahaddad2545 · Jun 11, 2018 at 08:56 AM · rotaterotation axis

I am using a character Controller to control a sphere(player). I am trying to make my ball rotate when moving forward and side to side.

, when i got it to work it the sphere gets rotated and no longer rotates in the right direction. I made a solution to this by returning it back to (0,0,0) but it looks weird and glitchy. Any ideas on how to improve this and avoid this weird look

Here is my code

// X (Left And Right) moveVector.x = Input.GetAxisRaw("Horizontal") Sidewayspeed Time.deltaTime;

         if (Input.GetKey("d"))
         {
             transform.Rotate(Vector3.right * 10 * Forwardspeed * Time.deltaTime);
 
             transform.Rotate(Vector3.down  * Forwardspeed * Time.deltaTime);
             transform.Rotate(Vector3.right * 10 * Forwardspeed * Time.deltaTime);
         }
         else if (Input.GetKeyUp("d"))
         {
             transform.rotation = Quaternion.Euler(0, 0, 0);
             transform.Rotate(Vector3.right * 20 * Forwardspeed * Time.deltaTime);
 
         }
 
        else if (Input.GetKey("a")) {
 
 
             transform.Rotate(Vector3.right * 10 * Forwardspeed * Time.deltaTime);
 
             transform.Rotate(Vector3.up  * Forwardspeed * Time.deltaTime);
             transform.Rotate(Vector3.right * 10 * Forwardspeed * Time.deltaTime);
         }
         else if (Input.GetKeyUp("a"))
         {
             transform.rotation = Quaternion.Euler(0, 0, 0);
             transform.Rotate(Vector3.right * 20 * Forwardspeed * Time.deltaTime);
 
         }
 
         // Y (Up and Down)
 
         if (Input.GetKey(KeyCode.Space) && controller.isGrounded)
         {
 
             verticalVelocity = jump;
         }
 
         moveVector.y = verticalVelocity;
 
         // Z ( Forward and Backward)
         moveVector.z = Forwardspeed;
         transform.Rotate(Vector3.right * 20 * Forwardspeed * Time.deltaTime);
 
         controller.Move(moveVector * Time.deltaTime);
 
             transform.Translate(moveVector.x, 0, 0, Space.World);
 

, // X (Left And Right) moveVector.x = Input.GetAxisRaw("Horizontal") Sidewayspeed Time.deltaTime;

         if (Input.GetKey("d"))
         {
             transform.Rotate(Vector3.right * 10 * Forwardspeed * Time.deltaTime);
 
             transform.Rotate(Vector3.down  * Forwardspeed * Time.deltaTime);
             transform.Rotate(Vector3.right * 10 * Forwardspeed * Time.deltaTime);
         }
         else if (Input.GetKeyUp("d"))
         {
             transform.rotation = Quaternion.Euler(0, 0, 0);
             transform.Rotate(Vector3.right * 20 * Forwardspeed * Time.deltaTime);
 
         }
 
        else if (Input.GetKey("a")) {
 
 
             transform.Rotate(Vector3.right * 10 * Forwardspeed * Time.deltaTime);
 
             transform.Rotate(Vector3.up  * Forwardspeed * Time.deltaTime);
             transform.Rotate(Vector3.right * 10 * Forwardspeed * Time.deltaTime);
         }
         else if (Input.GetKeyUp("a"))
         {
             transform.rotation = Quaternion.Euler(0, 0, 0);
             transform.Rotate(Vector3.right * 20 * Forwardspeed * Time.deltaTime);
 
         }
 
         // Y (Up and Down)
 
         if (Input.GetKey(KeyCode.Space) && controller.isGrounded)
         {
 
             verticalVelocity = jump;
         }
 
         moveVector.y = verticalVelocity;
 
         // Z ( Forward and Backward)
         moveVector.z = Forwardspeed;
         transform.Rotate(Vector3.right * 20 * Forwardspeed * Time.deltaTime);
 
         controller.Move(moveVector * Time.deltaTime);
 
             transform.Translate(moveVector.x, 0, 0, Space.World);
 
      
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