Ship Rotate, Pitch and Yaw showcase

Because I wanted to make the camera a bit higher up, I ended up having to use two different values for clamping movement in the Y axis (it must be able to go further up than down) instead of range. That solution has the side effect of making the ship barely pitching down when it goes down (it doesn’t move far enough to pitch, but it still pitches a little bit due to control). If anyone knows of a better solution for keeping the camera the way I want, please let me know.

I also implemented Nikolaos’ code (using Quaternion.RotateTowards) for smoother roll.

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Thank you for showcasing this. Sometimes I forget what they do.

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