So, I have a player which contains a Camera Holder. The Camera Holder is only rotated around the local x Axis. In the Camera Holder I have a Gun holder wich is rotated around the local X and Y Axis. I don’t touch the Z Axis at all but if I scope in my gun is tilted to the side. Anyone know why that is?
if (scoping)
{
if (Vector3.Distance (transform.localPosition, scope.GetScopedPosition ()) < 0.05f)
{
transform.localPosition = scope.GetScopedPosition ();
transform.localRotation = Quaternion.Euler (-holderRotation);
if (scope.HasDepthOfField ())
{
depthOfField.active = true;
}
scoped = true;
}
else
{
transform.localPosition = Vector3.Lerp (transform.localPosition, scope.GetScopedPosition (), scope.GetScopeSpeed () / 100);
transform.localRotation = Quaternion.Lerp (transform.localRotation, Quaternion.Euler (-holderRotation.x, -holderRotation.y, -holderRotation.z), scope.GetScopeSpeed () / 100);
}
}
else
{
if (Vector3.Distance (transform.localPosition, Vector3.zero) < 0.05f)
{
transform.localPosition = Vector3.zero;
transform.localRotation = Quaternion.identity;
}
else
{
transform.localPosition = Vector3.Lerp (transform.localPosition, new Vector3 (0, 0, 0), scope.GetScopeSpeed () / 100);
transform.localRotation = Quaternion.Lerp (transform.localRotation, Quaternion.identity, scope.GetScopeSpeed () / 100);
}
depthOfField.active = false;
scoped = false;
}

