# Vector Tilting

Hey Guys,

I just want to mention that my code works and have completed the challenges. My question is even tough I’ve solved the problem I want to understand the logic behind the code because I’ve solved it in a trial-error way.

While solving the Challenge 1 I came across a problem. Which is that we had to tilt the plane upwards and downwards but the problem is we were using Vector3.right. You can see the code below. Can someone please explain me the reason for using Vector3.right? Shouldn’t we be using Vector3.forward? I tried both and it didn’t work.

``````using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class PlayerControllerX : MonoBehaviour
{
public float speed = 5.0f;
public float rotationSpeed = 10.0f;
public float verticalInput;
public float horizontalInput;

// Start is called before the first frame update
void Start()
{

}

// Update is called once per frame
void FixedUpdate()
{
// get the user's horizontal input
horizontalInput = Input.GetAxis("Horizontal");

// get the user's vertical input
verticalInput = Input.GetAxis("Vertical");

// move the plane forward at a constant rate
transform.Translate(Vector3.forward * speed * Time.deltaTime);

// tilt the plane up/down based on up/down arrow keys
transform.Rotate(Vector3.up  * rotationSpeed * Time.deltaTime * verticalInput);

}
}
``````

not quite sure if i understand it right, but if you want to rotate up and down you need an axis to rotate around and for up and down the right axis does just that. rotating around forward axis would result in rolling see https://upload.wikimedia.org/wikipedia/commons/c/c1/Yaw_Axis_Corrected.svg