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Question by Turmolt · May 05, 2014 at 05:05 AM · rotationtransformquaternion

Rotate back to original x rotation

Hello! I have a first person controller that tumbles while freefalling then when it is a certain distance above the ground it rotates back to its original(standing) rotation. The problem I have is that it rotates it back to its x y and z rotations, where I only want it to be back at its original x rotation (it can be facing any direction, think like a cat landing on its feet). The code I have is this:

 public Quaternion origRot;
 ........
 origRot = transform.rotation;
 ........
 transform.rotation = Quaternion.Lerp(transform.rotation,origRot,1.0f * Time.deltaTime);

The periods are filler because I took out a lot of unrelated code, but what can I do to make this work correctly? Thank you ahead of time!

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Answer by Swaggre · May 06, 2014 at 08:30 AM

Okay, last line should be:

 transform.rotation = Mathf.Lerp(transform.rotation.x,origRot.x,1.0f * Time.deltaTime);
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