So, for the transform.eulerAngles I need it to go infinitely, so instead of going to from 360 to 0, it goes to 361 362 363 ect.
Does anyone know a way of doing this? I’ve given it a go:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class FixedTransform : MonoBehaviour
{
private Vector3 lastRot;
public Vector3 position;
public Vector3 eulerAngles;
void Start()
{
lastRot = transform.eulerAngles;
}
void FixedUpdate()
{
position = transform.position;
/*eulerangle fixed*/
{
if ((transform.eulerAngles - lastRot).x > 180.0f)
{
eulerAngles.x += (transform.eulerAngles + lastRot).x;
}
else if ((transform.eulerAngles - lastRot).x < -180.0f)
{
eulerAngles.x -= (transform.eulerAngles + lastRot).x;
}
else
{
eulerAngles.x += (transform.eulerAngles - lastRot).x;
}
if ((transform.eulerAngles - lastRot).y > 180.0f)
{
eulerAngles.y += (transform.eulerAngles + lastRot).y;
}
else if ((transform.eulerAngles - lastRot).y < -180.0f)
{
eulerAngles.y -= (transform.eulerAngles + lastRot).y;
}
else
{
eulerAngles.y += (transform.eulerAngles - lastRot).y;
}
if ((transform.eulerAngles - lastRot).z > 180.0f)
{
eulerAngles.z += (transform.eulerAngles + lastRot).z;
}
else if ((transform.eulerAngles - lastRot).z < -180.0f)
{
eulerAngles.z -= (transform.eulerAngles + lastRot).z;
}
else
{
eulerAngles.z += (transform.eulerAngles - lastRot).z;
}
}
}
}
but it just goes up and up and up
Thanks in advance!