• Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
  • Asset Store
  • Get Unity

UNITY ACCOUNT

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account
  • Blog
  • Forums
  • Answers
  • Evangelists
  • User Groups
  • Beta Program
  • Advisory Panel

Navigation

  • Home
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
    • Blog
    • Forums
    • Answers
    • Evangelists
    • User Groups
    • Beta Program
    • Advisory Panel

Unity account

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account

Language

  • Chinese
  • Spanish
  • Japanese
  • Korean
  • Portuguese
  • Ask a question
  • Spaces
    • Default
    • Help Room
    • META
    • Moderators
    • Topics
    • Questions
    • Users
    • Badges
  • Home /
avatar image
0
Question by Jjadter · Sep 18, 2019 at 04:42 PM · c#unity 5movementrigidbodyplayer

Player rotation restricted even though I don't want it to be

My player has a script to make it turn while flying. The script has been working well up until a short while ago, whereupon it started making it so that the player cannot rotate past a certain point in one direction and it clips to that point when rotating from the other. I have not changed my script in between sessions and I don't know what I did to make it start doing this or how to make it stop.

Here is my script for player movement anyways just in case:

 {
 
 
     private float movespeed = 30.5f;
     private float rotspeed = 50f;
     public Rigidbody rb;
     public Vector3 rotationeulerx;
     public Vector3 rotationeulery;
     public Vector3 rotationeulerz;
 
 
     public float distanceground;
 
     public bool isGrounded = false;
     private float gravity = -6.00f;
     public bool Groundcling = false;
     private float Grounddown = -50;
 
     public Camera cam;
     public Vector3 forwardoffset;
     RaycastHit hitinfo;
     RaycastHit groundfalldir;
     public Vector3 surfaceNormal;
     public Vector3 forwardrelativesurfaceNormal;
     public Vector3 grounddownforce;
 
 
     // Start is called before the first frame update
     void Start()
     {
         rb = GetComponent<Rigidbody>();
 
         distanceground = GetComponent<Collider>().bounds.extents.y;
         Vector3 grounddownforce = Grounddown * transform.forward;
         cam = Camera.main;
 
 
     }
 
     // Update is called once per frame
     void Update()
     {
 
         if (Groundcling)
         {
             rotspeed = 100f;
         }
         if (!Groundcling)
         {
             rotspeed = 50f;
         }
 
         rotationeulerz = new Vector3(0, 0, rotspeed);
         rotationeulery = new Vector3(0, rotspeed, 0);
         rotationeulerx = new Vector3(rotspeed, 0, 0);
 
         {
             if (Input.GetKey(KeyCode.Space))
             {
                 rb.AddForce(Vector3.up * Time.deltaTime * movespeed);
             }
 
             if (Input.GetKey(KeyCode.W))
             {
                 rb.AddForce(transform.forward * Time.deltaTime * movespeed);
             }
 
             if (Input.GetKey(KeyCode.S))
             {
                 rb.AddForce(transform.forward * Time.deltaTime * -movespeed);
             }
 
             if (Input.GetKey(KeyCode.A))
             {
                 rb.AddForce(transform.right * Time.deltaTime * -movespeed);
             }
 
             if (Input.GetKey(KeyCode.D))
             {
                 rb.AddForce(transform.right * Time.deltaTime * movespeed);
             }
 
             if (Input.GetKey(KeyCode.J))
             {
                 Quaternion deltarotation = Quaternion.Euler(-rotationeulery * Time.deltaTime);
                 rb.MoveRotation(rb.rotation * deltarotation);
             }
 
             if (Input.GetKey(KeyCode.L))
             {
                 Quaternion deltaroation = Quaternion.Euler(rotationeulery * Time.deltaTime);
                 rb.MoveRotation(rb.rotation * deltaroation);
             }
 
             if (!Groundcling)
             {
                 if (Input.GetKey(KeyCode.I))
                 {
                     Quaternion deltarotation = Quaternion.Euler(rotationeulerx * Time.deltaTime);
                     rb.MoveRotation(rb.rotation * deltarotation);
                 }
 
                 if (Input.GetKey(KeyCode.K))
                 {
                     Quaternion deltarotation = Quaternion.Euler(-rotationeulerx * Time.deltaTime);
                     rb.MoveRotation(rb.rotation * deltarotation);
                 }
 
                 if (Input.GetKey(KeyCode.O))
                 {
                     Quaternion deltarotation = Quaternion.Euler(-rotationeulerz * Time.deltaTime);
                     rb.MoveRotation(rb.rotation * deltarotation);
                 }
                 if (Input.GetKey(KeyCode.U))
                 {
                     Quaternion deltarotation = Quaternion.Euler(rotationeulerz * Time.deltaTime);
                     rb.MoveRotation(rb.rotation * deltarotation);
                 }
 
             }
         }
 
         { //tells me if rigidbody is on the ground
             if (!Physics.Raycast(transform.position, -Vector3.up, out hitinfo, distanceground + .10f))
             {
                 isGrounded = false;
                 //print("In Air");
             }
             if (Physics.Raycast(transform.position, -Vector3.up, out hitinfo, distanceground + .10f))
             {
                 if (!hitinfo.collider.isTrigger)
                 {
                     isGrounded = true;
                     //print("On Ground");
                 }
             }
         }
 
         { //adds gravity when not flying
             if (!isGrounded)
             {
                 if (!Input.GetKey(KeyCode.Space))
                 {
                     rb.AddForce(Vector3.up * gravity * Time.deltaTime);
                 }
             }
         }
 
         {
             forwardoffset = Vector3.Cross(transform.right, hitinfo.normal);
         }
 
         {
             Debug.DrawLine(transform.position, transform.position + forwardoffset * 2, Color.blue);
         }
 
         //Physics.Raycast(transform.position, -Vector3.up, out groundfalldir, Mathf.Infinity);
 
         CharacterfacerelativetoSurface();
     }
     private void FixedUpdate()
     {
         {
             if (rb == isGrounded)
             {
                 Groundcling = true;
                 // print("on it");
             }
             if (Input.GetKey(KeyCode.Space))
             {
                 Groundcling = false;
             }
 
             if (Groundcling == true)
             {
                 // print("on ground");
             }
 
             {
                 if (Groundcling)
                 {
                     if (!isGrounded)
                     {
                         rb.AddForce(0, Grounddown * Time.deltaTime, 0);
                         //rb.AddForce(transform.up * Grounddown * Time.deltaTime);
                         //print("space difference");
 
 
                         //surfaceNormal = groundfalldir.normal;
                         //rb.AddForce(surfaceNormal * Grounddown * Time.deltaTime);
                     }
 
                 }
 
             }
 
         }
     }
 
     private void CharacterfacerelativetoSurface()
     {
 
 
         if (Physics.Raycast(transform.position, -Vector3.up, distanceground + .1f))
         {
             if (!Input.GetKey(KeyCode.J))
             {
                 if (!Input.GetKey(KeyCode.L))
 
                 {
 
                     RaycastHit mousePosition;
                     //Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition);
 
                     Physics.Raycast(Input.mousePosition, Vector3.down, out mousePosition, Mathf.Infinity);
 
                     //surfaceNormal = hitinfo.normal;
                     //Quaternion targetRotation = Quaternion.FromToRotation(Vector3.up, surfaceNormal);
                     //Vector3 mousePosInLocalSpace = Quaternion.Inverse(targetRotation) * (mousePosition.point - transform.position);
                     //float turnByAngle = Mathf.Atan(mousePosInLocalSpace.x * -90) * Mathf.Rad2Deg;
                     //targetRotation = targetRotation * Quaternion.AngleAxis(turnByAngle, surfaceNormal);
 
                     //I assume I am meant to add this last line in below as it wont rotate without rb.MoveRotation. 
                     //rb.MoveRotation(Quaternion.LerpUnclamped(transform.rotation, targetRotation, Time.deltaTime * 10));
 
 
                     surfaceNormal = hitinfo.normal;
                     forwardrelativesurfaceNormal = Vector3.Cross(transform.right, surfaceNormal);
                     Quaternion targetrotation = Quaternion.LookRotation(forwardrelativesurfaceNormal, surfaceNormal);
                     rb.MoveRotation(Quaternion.LerpUnclamped(transform.rotation, targetrotation, Time.deltaTime * 10));
 
                     //rb.MoveRotation(Quaternion.LerpUnclamped(transform.rotation, forwardrotate, Time.deltaTime));
 
                 }
             }
         }
         if (Groundcling)
         {
             if (!isGrounded)
             {
                 if (Physics.Raycast(transform.position, -Vector3.up, out groundfalldir, distanceground = .3f))
                 {
                     if (!Input.GetKey(KeyCode.J))
                     {
                         if (!Input.GetKey(KeyCode.L))
                         {
                             surfaceNormal = groundfalldir.normal;
                             forwardrelativesurfaceNormal = Vector3.Cross(transform.right, surfaceNormal);
                             Quaternion targetrotation = Quaternion.LookRotation(forwardrelativesurfaceNormal, surfaceNormal);
                             rb.MoveRotation(Quaternion.LerpUnclamped(transform.rotation, targetrotation, Time.deltaTime * 10));
                         }
                     }
                 }
             }
         }
     
 

Comment
Add comment
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

0 Replies

· Add your reply
  • Sort: 

Your answer

Hint: You can notify a user about this post by typing @username

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Welcome to Unity Answers

If you’re new to Unity Answers, please check our User Guide to help you navigate through our website and refer to our FAQ for more information.

Before posting, make sure to check out our Knowledge Base for commonly asked Unity questions.

Check our Moderator Guidelines if you’re a new moderator and want to work together in an effort to improve Unity Answers and support our users.

Follow this Question

Answers Answers and Comments

713 People are following this question.

avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image

Related Questions

RigidBody immediately stops after AddForce 1 Answer

How do I fix collisions while using this PlayerController script? 1 Answer

Making a bubble level (not a game but work tool) 1 Answer

Can you help with the character controller 1 Answer

Move Object to location of Trigger? 1 Answer


Enterprise
Social Q&A

Social
Subscribe on YouTube social-youtube Follow on LinkedIn social-linkedin Follow on Twitter social-twitter Follow on Facebook social-facebook Follow on Instagram social-instagram

Footer

  • Purchase
    • Products
    • Subscription
    • Asset Store
    • Unity Gear
    • Resellers
  • Education
    • Students
    • Educators
    • Certification
    • Learn
    • Center of Excellence
  • Download
    • Unity
    • Beta Program
  • Unity Labs
    • Labs
    • Publications
  • Resources
    • Learn platform
    • Community
    • Documentation
    • Unity QA
    • FAQ
    • Services Status
    • Connect
  • About Unity
    • About Us
    • Blog
    • Events
    • Careers
    • Contact
    • Press
    • Partners
    • Affiliates
    • Security
Copyright © 2020 Unity Technologies
  • Legal
  • Privacy Policy
  • Cookies
  • Do Not Sell My Personal Information
  • Cookies Settings
"Unity", Unity logos, and other Unity trademarks are trademarks or registered trademarks of Unity Technologies or its affiliates in the U.S. and elsewhere (more info here). Other names or brands are trademarks of their respective owners.
  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges