I'm currently creating a game involving a hover-bike. when the bike collides with something , it's angles change naturally. I wish to create some sort of way for it to tend back to 0. Here's what I've tried:
if (hoverbike.rotation.x != 0 || hoverbike.rotation.z != 0)
{
hoverbike.AddTorque(x: Mathf.MoveTowardsAngle(hoverbike.rotation.x, 0, 0.01f), y: hoverbike.rotation.y, z: Mathf.MoveTowardsAngle(hoverbike.rotation.z, 0, 0.01f));
}
transform.Rotate(0.0f, -Input.GetAxis("Mouse X") * 0.5f, 0.0f);
It's hard to explain what it's doing because I don't understand what it's doing, it just seems to spin out. Here's the rest of my code if interested: https://pastebin.com/kzMDQMVF, it's a mess but I'm still learning how to use Unity.
Oh and angle y shouldn't tend to 0 because that's the horizontal angle.