output is (85.0, 180.0, 180.0),
How can I make rotation to (95,0,0) with affect rotation y and z?
output is (85.0, 180.0, 180.0),
How can I make rotation to (95,0,0) with affect rotation y and z?
never use eulerAngles for read data.
if you need a stable rotation in one (two, three) axis, just use local variable, for example
private float rotationX = 0f;and change it whenever you want
void Update() { ... rotationX += Time.deltaTime * 50f; }
also there in Update, just apply it by
void Update() { ... transform.rotation = Quaternion.Euler(new Vector3(rotationX, 0f, 0f)); }
forget about Quaternion.eulerAngles at all 8)