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Answer by nikita68

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//auto stabilise rotation, except for the mainParent.transform.rotation.y (because this is the right/left movement) float rotx = mainParent.transform.eulerAngles.x - transform.eulerAngles.x; float rotz = mainParent.transform.eulerAngles.z - transform.eulerAngles.z; Quaternion.Lerp(transform.rotation, Quaternion.Euler(rotx, 0, rotz), 0.99f);

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