Hi guys;
I’ve modified the default Third Person Shooter code to the point where only a small fraction of what’s left is the default part. I have a segment within the code that allows for aiming in Third Person.
Character.transform.rotation = Quaternion.Euler(gameObject.transform.eulerAngles.x,Camera.main.transform.eulerAngles.y,0);
BodyUpperPart.transform.rotation = Quaternion.Euler(Camera.main.transform.eulerAngles.x,Camera.main.transform.eulerAngles.y,0);
So the first part works perfectly, but the second part rotates my character’s upper part in the wrong axis. I’ve changed the code so it applies to x y and z but the problem seems to be unsolved.
Character is the main model and for BodyUpperPart I assign one of the Spine Bones. I’m sure that there’s a very simple fix for this problem but I haven’t been able to figure it out…
Thanks in advance!