I tried creating a hierarchy for x, y, z axis with 3 different objects childed to each other, locking the 2 other axis on each object and still having the problem.
If I just move the object directly it gets all screwed up. Anyone have a rundown on how you fix gimbal lock?
transform.Rotate (Vector3.right * speed);
I also made a gameobject[ ] holding 3 objects for x, y, z and try using them like:
xyz[0].transform.Rotate (Vector3.forward * speed);
xyz[1].transform.Rotate(Vector3.forward * speed);