Somehow, when changing in x and y axis, z axis is also changed.
I can’t sleep because of this, I really cant understand the problem.
I tried the Transform.Rotate method and also by calculating the resulting quaternions to check if it was a bug with the method or something but the result is the same.
Vector3 newHeadRotationDelta = Vector3.zero; newHeadRotationDelta += Vector3.up * xInput * mouseSensibility * Time.deltaTime; newHeadRotationDelta += Vector3.left * yInput * mouseSensibility * Time.deltaTime; var newQuat = headObj.localRotation * Quaternion.Euler(newHeadRotationDelta); headObj.localRotation = newQuat;
If someone can help me figure it out, I’d be much appreciated, this is driving me crazy.
EDIT: Added more code for clarity