Well i have my camera rotate based on the mouse position then adjust the players rotation
target = Quaternion.Euler(0 , rotationObject.transform.eulerAngles.y, 0); // rotationObject is the camera
if(Input.GetAxis(“Vertical”) != 0){
player.transform.rotation = Quaternion.Slerp(player.transform.rotation, target, Time.deltaTime * smooth2);
}
Then in the player controller script iv got continuous rotation 360 ° based on the Horizontal axis
function Turn(){
if(Speed > 0 Direction >= 0.1){
rigidbody.transform.Rotate(0,6.0WalkRotationPerMinuteTime.deltaTime,0);
Debug.Log(“Workkk”);
}
if(Speed > 0 Direction <= -0.1){
rigidbody.AddRelativeForce(0,-6.0WalkRotationPerMinuteTime.deltaTime,0);
Debug.Log(“Workkk”);
}
}
Now the problem is that with the camera controller active when i try to turn on the horizontal axis it dose not do it properly
I need to find a way that both values work at the same time and not them overight eachother hope you understood me sry for my english
http://postimg.org/image/fqmdb3b7n/