So I’m making an FPS with some zero-g zones in which the player character can move with 6 degrees of freedom (move in any direction and rotate in any axis) but I’m having some issues with the player’s rotation.
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When upside down the player’s yaw rotation is inverted some times
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The yaw rotation seems to follow the world up instead of the character’s relative up vector.
My implementation is partially inspired by Lyra’s character architecture. But I’ve added a custom Zero Gravity movement mode and logic to allow for the character to rotate pitch wise 360 degrees.
Does anyone know how can I solve the Yaw rotation?