so i tried to use the code you see in the next post and this kinda works like this:
the problem i have now is, that it is can be rotated too much (so it goes threw the shadow) and it somehow also rotates around the y axis, so that the platform doesn’t stay isometric to the camera.
using UnityEngine;
using System.Collections;
public class TiltPlatform : MonoBehaviour {
//Variables to store both axis
float hAxis;
float vAxis;
void Update () {
//Vertical and Horizontal axis from Input
float h = Input.GetAxis("Horizontal");
float v = Input.GetAxis("Vertical");
//Add to each axis from key presses, using Clamp to keep the max/min set to 10/-10, so you don't over-rotate
vAxis = Mathf.Clamp(vAxis+v,-10f,10f);
hAxis = Mathf.Clamp(hAxis+h,-10f,10f);
//Rotate to match the new axis using EulerAngles.
transform.Rotate(new Vector3(hAxis,0f,vAxis), Space.Self);
}
}