# How do you keep rotation constant no matter where you look?

I want my sword model to rotate and look the same no matter where i’m facing but I don’t know how to add that. Help?(I’d also accept links to other answers or just links to this concept because I can’t seem to find the answer with google)

``````using UnityEngine;
using System.Collections;

public class MouseCameraScript : MonoBehaviour
{
CursorLockMode lockerd = CursorLockMode.Locked;
void Start()
{
Cursor.lockState = lockerd;
}

public enum RotationAxes { MouseXAndY = 0, MouseX = 1, MouseY = 2 }
public RotationAxes axes = RotationAxes.MouseXAndY;
public float sensitivityX = 15F;
public float sensitivityY = 15F;
public float minimumX = -360F;
public float maximumX = 360F;
public float minimumY = -60F;
public float maximumY = 60F;
float rotationY = 0F;
public float length;
public Vector3 SwordPos;
public Transform Sword;
void Update()
{
RaycastHit hit;
Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition);
Debug.DrawRay(transform.position, Camera.main.transform.forward * length, Color.black);
SwordPos = ray.origin + (ray.direction * length);
SwordPos = ray.GetPoint(length);
Sword.position = SwordPos;
Debug.Log(ray.direction);

if (axes == RotationAxes.MouseXAndY)
{
float rotationX = transform.localEulerAngles.y + Input.GetAxis("Mouse X") * sensitivityX;

rotationY += Input.GetAxis("Mouse Y") * sensitivityY;
rotationY = Mathf.Clamp(rotationY, minimumY, maximumY);

transform.localEulerAngles = new Vector3(-rotationY, rotationX, 0);
}
else if (axes == RotationAxes.MouseX)
{
transform.Rotate(0, Input.GetAxis("Mouse X") * sensitivityX, 0);
}
else
{
rotationY += Input.GetAxis("Mouse Y") * sensitivityY;
rotationY = Mathf.Clamp(rotationY, minimumY, maximumY);

transform.localEulerAngles = new Vector3(-rotationY, transform.localEulerAngles.y, 0);
}
}
}
``````

So you’re trying to keep the sword in view like a First Person weapon correct? The simplest thing to do is put it where it looks nice and make it a child object to the main camera so as the main camera rotates it translates the object to stay in view.