object type: plane (non-prefab)
code:
public float rotationSpeed;
private Vector3 euler;
// Use this for initialization
void Start ()
{
rotationSpeed = 60;
euler = transform.eulerAngles;
}
// Update is called once per frame
void Update ()
{
//rotate mathematically about axis:
euler.z = ( euler.z + rotationSpeed * Time.deltaTime ) % 360;
//update object rotation:
//transform.EulerAngles = euler;
transform.localEulerAngles = euler;
}
whether i do x y or z it will still rotate in out of visibility.
the local object axis that faces the camera is Z but that axis rotates exactly the same as Y.
Ideas?