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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...
View ArticleAnswer 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...
View Article