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Question by SimonK · Feb 15, 2021 at 03:53 PM · rotation axis

Z Axis still changing

Really confusing. and not sure what to look up to understand why this is happening.

If I create a vector with just an X value and call transform.rotation *= Quaternion.Euler(vector);

the camera will correctly rotate on the X

If i do the same on the Y, again it works as expected.

if i create a vector which includes BOTH an X and a Y however i start getting a camera roll around the Z axis?

I'm wondering if this is gimble lock related? I'd love the solution but also someone to explain why I'm seeing it as it makes no sense to me at all.

Thanks in advance.

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Answer by SimonK · Feb 15, 2021 at 05:28 PM

For reference this is my code currently

 Vector3 vec = new Vector3(
                               ((Input.mousePosition.y) - (Screen.height / 2)) *
                               RotateSpeed *
                               Time.deltaTime,
                               
                             ((Input.mousePosition.x) - (Screen.width / 2)) *
                             RotateSpeed *
                             Time.deltaTime, 
                             0); // Rotate around x and y axis but SHOULD NOT rotate around Z.
                 transform.rotation *= Quaternion.Euler(vec); // still adjusts the cameras Z axis slightly, creating a roll effect around the horizon          
     
     
 
 
 

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