This video will show you what I mean
The game “Superflight” is on the left, and the game I’m making is on the right. Notice how the flight controls in Superflight are far smoother and more fluid, while in my game the player awkwardly jerks around whenever I press an arrow to move it. How could I go about fixing this? Here’s the code I used; It’s not the best yet, but I’m not sure how to get started on implementing “fluidity” into it:
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void Update()
{
current_RotationValue = transform.rotation.eulerAngles;
float vertical = Input.GetAxis("Vertical") * sensitivity;
float horizontal = Input.GetAxis("Horizontal") * sensitivity;
transform.position += transform.forward * gameTime * movementSpeed;
movementSpeed += speedInc;
gameTime = Time.deltaTime; // Debug.Log(gameTime);
current_RotationValue += new Vector3(vertical*sensitivity, horizontal*sensitivity, 0); // axises switched
transform.rotation = Quaternion.Euler(current_RotationValue.x, current_RotationValue.y, 0);
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