Hello again, I have a bird that is a child of a First Person Controller. This controller has a camera and has a mouselook and an FPSWalker script attached to it so that it acts as a first person controller camera. When I rotate the controller, the bird (gameObject) rotates with it, perfect. What I want to do is tilt the bird when the controller moves sideways and vertically. I am using this script from the manual: Code (csharp): var halcon = GameObject; var tiltAroundZ = Input.GetAxis("Horizontal") * tiltAngle; var tiltAroundX = Input.GetAxis("Vertical") * tiltAngle; var target = Quaternion.Euler (tiltAroundX, 0, tiltAroundZ); // Dampen towards the target rotation halcon.transform.rotation = Quaternion.Slerp(transform.rotation, target, Time.deltaTime * smooth); but the gameObject is jittery because since it is a child of the controller, the controller is told to point in the direction of the mouse, so the bird is tilting then going back to zero, then tilting, then going back to zero, every frame. So obviously I'm doing this wrong. What would be the simplest approach to tilt said bird? I'm thinking that getting the current rotation of the controller then adding some more tilt to the bird might do the trick, but this eludes me at the moment. I should clarify that the only way I was able to get the camera trick to work was to add the script that controls the bird to the controller and then (since the bird is a child of the camera) calling it's properties with a GameObject variable where I drag the bird game object to. Hope this makes sense and thanks in advance.