Keeping rotation after returning from the character/menu screen.

I am working on the rotation of my player after the level they were on when they loaded up the character screen/menu and while I got the position working just fine, I’m having problems with the rotation. 2 things are actually going wrong with it. One for example lets say the y rotation when loading the menu is 180, it resets back to 0 (I believe it’s 0). The 2nd is that after the player returns from the menu/character screen and moving the mouse (before any movement) the camera is all over the place.

Is there a way to code this using new Vector3 or will I need a quaternion.slerp, notice that I suck on quaternion.slerp. I do have code on an enemyai though when following the hack and slash tutorials and the closest I can get to is myTransform.rotation = Quaternion.Slerp(myTransform.rotation, Quaternion.LookRotation(go.transform.position - myTransform.position), rotationSpeed * Time.deltaTime); which has the enemy object rotate towards the player.

Any help on this would be appreciated.

Thanks.

we’re not going to be able to help you without seeing what it is you are doing; how are you handling the menu? how are you handling the rotation? how is your project setup?

and hopefully less “brain dump” and a little more structured and to the point? :stuck_out_tongue: