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Answer by Fubiou
Hey, I just found this way, it is simple and works like a charm! transform.localEulerAngles = transform.eulerAngles + Vector3(0,180,-2*transform.eulerAngles.z);
View ArticleAnswer by Serdan
From what I can tell it should already work, though I would have done it differently. What happens when you use it? It's generally best to use Input.GetAxis(), but if you just want it to work you can...
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