public void LateUpdate() { // rotate camera(vertical) and model(horizontal) float xRot = Input.GetAxis("Mouse Y") * Time.deltaTime * xSensitivity; // get rotate input float yRot = Input.GetAxis("Mouse X") * Time.deltaTime * ySensitivity; // get rotate input if (shouldRotate) { playerRotation.Rotate(new Vector2(xRot, yRot)); // rotate model(horizontal) //transform.Rotate(0f, yRotInput, 0f, Space.World); // rotate camera (vertical) // have to clamp rotation around xAxis (vertical look) //RotateXAxisClampedBidirectionally(-xRotInput, maxVerticalLookAngle); } }
private void FixedUpdate() { playerMovement.Move(); playerRotation.Rotate(); }