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Question by BudyDubby · Mar 19, 2015 at 12:16 PM · transforminputvector3rotatelookat

How to prevent Z axis rotation ?

hi, i want to rotate camera with arrowkey around object at X and Y only, how to prevent Z axis rotation / keep Z axis at zero ? i have looked around on web, but i still dont understand ..

here my code ..

 using UnityEngine;
 using System.Collections;
 
 public class CameraController : MonoBehaviour {
 
     public GameObject Target;
     public float rotateSpeed = 100f;
     public Vector3 offside;
 
     void Start () {
         offside = Target.transform.position;
         transform.LookAt (offside);
     }
 
     // Update is called once per frame
     void Update () {
         if (Input.GetKey (KeyCode.DownArrow))
             transform.RotateAround (offside, Vector3.left, rotateSpeed * Time.deltaTime);
 
         else if (Input.GetKey (KeyCode.UpArrow))
             transform.RotateAround (offside, Vector3.left, -rotateSpeed * Time.deltaTime);
 
         else if (Input.GetKey (KeyCode.LeftArrow))
             transform.RotateAround (offside, Vector3.up, -rotateSpeed * Time.deltaTime);
 
         else if (Input.GetKey (KeyCode.RightArrow))
             transform.RotateAround (offside, Vector3.up, rotateSpeed * Time.deltaTime);
     }
 }


i'm still noob at programming, so please answers with example ... thanks

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avatar image Nymisu · Mar 19, 2015 at 01:28 PM 0
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You don't need to do this in code. Just slap a gravityless kinematic rigidbody on it and freeze its Z rotation.

Alternatively, if you must.

 float zeroedrotation = 0f; //Set this to whatever you want.
 //after the other rotations
 transform.rotation.eulerAngles = Quaternion.Euler(transform.rotation.eulerAngles.x, transform.rotation.eulerAngles.y, zeroedrotation);
avatar image BudyDubby · Mar 20, 2015 at 02:45 AM 0
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@Nymisu, it doesnt work .. its throw me some error .. but i have found the answer, i just add this code after previous code

 Quaternion q = transform.rotation;
 q.eulerAngles = new Vector3(q.eulerAngles.x, q.eulerAngles.y, 0);
 transform.rotation = q;

its thanks to @Cherno, btw sorry for double question .. i not seeing the notification up there and thanks for answering.

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