My 'challenge' code doesn't seem affected by 'rotation' / 'localRotation'

using UnityEngine;
using System.Collections;

public class CameraRotation : MonoBehaviour {

	private float rotationSpeed = 5.0f;

	GameObject Person;
	GameObject Head;

	// Use this for initialization
	void Start () {	
		Person = GameObject.Find("Person");
		Head = GameObject.Find("Person/Head");
	}
	
	// Update is called once per frame
	void Update () {
		float mouseX = Input.GetAxis ("Mouse X") * rotationSpeed;
		float mouseY = Input.GetAxis ("Mouse Y") * rotationSpeed;

		Person.transform.rotation *= Quaternion.Euler(0, mouseX, 0);
		Head.transform.rotation *= Quaternion.Euler(-mouseY, 0, 0);
	}
}

It works perfectly as expected with no ‘rolling’ of the horizon. And I understand the difference between a rotation relative to a global frame of reference and a rotation relative to a local frame of reference… just not sure why there appears to be no difference between global and local in this case.

If anyone can clarify I’d really appreciate it. Thanks.

This is the same case for my project too! The camera behaves correctly regardless of which coordinate frame I choose.

I am also experiencing this. What gives?

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