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(+1)

Second note, if you go from pressing left to pressing right without leaving time to reset the center, than rotators jumps from an angle to instantly being flat, then continue to increase the angle.

I don't know how you do the input, but maybe doing a function with the get axis (not get axis raw) input might lead to having them not jump when rotating.

Um I'm actual did GetAxis () function though

No, doing a function with the output of GetAxis, which would then give you a proper curve for movement.

using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class Rotator : MonoBehaviour
{
    public float speed;

    void FixedUpdate()
    {
        float input = Input.GetAxis("Horizontal");
        float currentRot = transform.rotation.z;
        currentRot += input * speed * Time.deltaTime;
        transform.rotation = Quaternion.Euler(0, 0, currentRot);
    }
}