Vector3 euler = transform.rotation.eulerAngles; if (Mathf.Abs(Input.GetAxis("RightHorizontal")) > Mathf.Abs(Input.GetAxis("RightVertical"))) { if ((Input.GetAxis("RightHorizontal")) >= 0.2f) euler.y += 50 * Time.fixedDeltaTime; else if (Input.GetAxis("RightHorizontal") <= -0.2f) euler.y -= 50 * Time.fixedDeltaTime; else return; } else if (Mathf.Abs(Input.GetAxis("RightHorizontal")) < Mathf.Abs(Input.GetAxis("RightVertical"))) { if ((Input.GetAxis("RightVertical")) >= 0.2f) euler.x += 30 * Time.fixedDeltaTime; else if (Input.GetAxis("RightVertical") <= -0.2f) euler.x -= 30 * Time.fixedDeltaTime; else return; } else return; transform.rotation = Quaternion.Euler(euler);
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