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Question by JE87 · May 23 at 04:36 PM · camerarotationtransformscripting beginner

How to reset camera rotation/ position after "Free look"?

I've made a "free look" camera script for my car. It works - press and hold the button, and you can orbit your camera around; release it and it would jump to its initial position. The problem is - as I press and hold the button again, the camera jumps to the position where the button previously was released, but I need it to "not remember" that position and start from the initial position.. Can someone please help me? Here's the code:

  void Update()
     {
         if (Input.GetKey(freeLookKey) && Time.timeScale > 0)
         {
             carController.enabled = false;
 
             float mouseX = Input.GetAxis("Mouse X") * _mouseSensitivity;
             float mouseY = -Input.GetAxis("Mouse Y") * _mouseSensitivity;
 
             _rotationY += mouseX;
             _rotationX += mouseY;
 
             _rotationX = Mathf.Clamp(_rotationX, _rotationXMinMax.x, _rotationXMinMax.y);
 
             Vector3 nextRotation = new Vector3(_rotationX, _rotationY);
 
             _currentRotation = Vector3.SmoothDamp(_currentRotation, nextRotation, ref _smoothVelocity, _smoothTime);
             transform.localEulerAngles = _currentRotation;
 
             targetAngles.y = Mathf.Clamp(targetAngles.y, -rotationRange.y * 0.5f, rotationRange.y * 0.5f);
             targetAngles.x = Mathf.Clamp(targetAngles.x, -rotationRange.y * 0.5f, rotationRange.x * 0.5f);
         }
         else
         {
             carController.enabled = true;
             transform.localEulerAngles = new Vector3(0, 0, 0);
         }
 
         float fov = Camera.main.fieldOfView;
         fov -= Input.GetAxis("Mouse ScrollWheel") * -sentivity;
         fov = Mathf.Clamp(fov, minfov, maxfov);
         Camera.main.fieldOfView = fov;
     }

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