# Character localRotation

Hello! help me solve the problem, I have a touch rotation code. The problem is that at the start of the game, the character is deployed to local zero coordinates. For example, before launching, I have a character.transform.rotate(0.150.0) and after launching, it turns to (0.0.0) What needs to be fixed so that the character, when starting the game, remains in the same rotated coordinates that I set him before launching.

``````Vector2 look = TCKInput.GetAxis("Touchpad");
Vector2 mouseDelta = new Vector2(look.x * 1, look.y * 1);
Vector2 rawFrameVelocity = Vector2.Scale(mouseDelta, Vector2.one * sensitivity);
frameVelocity = Vector2.Lerp(frameVelocity, rawFrameVelocity, 1 / smoothing);
velocity += frameVelocity;
velocity.y = Mathf.Clamp(velocity.y, -90, 90);
transform.localRotation = Quaternion.AngleAxis(-velocity.y, Vector3.right).normalized;
character.localRotation = Quaternion.AngleAxis(velocity.x, character.transform.up).normalized;
``````

Sounds like you have a bug!

Keep in mind that setting .localRotation is always going to produce a result relative to the parent, if any.

This means that the values will be relative to the parent rotation.

If there is no parent, then .localRotation is identical to .rotation.

I don’t know what all that code is doing above, but here is how to begin your investigation:

You must find a way to get the information you need in order to reason about what the problem is.

Once you understand what the problem is, you may begin to reason about a solution to the problem.

What is often happening in these cases is one of the following:

• the code you think is executing is not actually executing at all
• the code is executing far EARLIER or LATER than you think
• the code is executing far LESS OFTEN than you think
• the code is executing far MORE OFTEN than you think
• the code is executing on another GameObject than you think it is
• you’re getting an error or warning and you haven’t noticed it in the console window

To help gain more insight into your problem, I recommend liberally sprinkling `Debug.Log()` statements through your code to display information in realtime.

• is this code even running? which parts are running? how often does it run? what order does it run in?
• what are the values of the variables involved? Are they initialized? Are the values reasonable?
• are you meeting ALL the requirements to receive callbacks such as triggers / colliders (review the documentation)

You can also supply a second argument to Debug.Log() and when you click the message, it will highlight the object in scene, such as `Debug.Log("Problem!",this);`

If your problem would benefit from in-scene or in-game visualization, Debug.DrawRay() or Debug.DrawLine() can help you visualize things like rays (used in raycasting) or distances.

You can also call Debug.Break() to pause the Editor when certain interesting pieces of code run, and then study the scene manually, looking for all the parts, where they are, what scripts are on them, etc.

You can also call GameObject.CreatePrimitive() to emplace debug-marker-ish objects in the scene at runtime.

You could also just display various important quantities in UI Text elements to watch them change as you play the game.

If you are running a mobile device you can also view the console output. Google for how on your particular mobile target, such as this answer or iOS: https://discussions.unity.com/t/700551 or this answer for Android: https://discussions.unity.com/t/699654

Another useful approach is to temporarily strip out everything besides what is necessary to prove your issue. This can simplify and isolate compounding effects of other items in your scene or prefab.

Here’s an example of putting in a laser-focused Debug.Log() and how that can save you a TON of time wallowing around speculating what might be going wrong:

https://discussions.unity.com/t/839300/3

When in doubt, print it out!™

Note: the `print()` function is an alias for Debug.Log() provided by the MonoBehaviour class.

The most likely cause of this is that your setting this somewhere in your code, I’ve also had this problem before, realising I was setting it’s rotation in my code