# Solved- How to rotate player using Dot product of two vectors

I got it working, I was overcomplicating things by using the Mathf.Cos function, because the Dot product is the cosign of the angle, so I’m not sure what i was thinking. here is the working code for anyone curious. camRotation = player.transform.rotation.x + player.transform.rotation.y * Input.mousePosition.x + Input.mousePosition.y; player.transform.rotation = Quaternion.Euler(0, 0, camRotation); >Solution :… Read More Solved- How to rotate player using Dot product of two vectors