I want the object to rotate only on z. To keep x and y and changing z to 0.
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using Whilefun.FPEKit;
public class PlayAnimation : MonoBehaviour
{
    public List<GameObject> cameras = new List<GameObject>();
    public GameObject head;
    private Animator anim;
    private bool started = true;
    private float animationLenth;
    private bool rotateHead = false;
    // Start is called before the first frame update
    void Start()
    {
        anim = GetComponent<Animator>();
    }
    private void Update()
    {
        if (FPESaveLoadManager.gameStarted == true && started == true)
        {
            FPEInteractionManagerScript.Instance.BeginCutscene();
            anim.enabled = true;
            anim.Play("Stand Up", 0, 0);
            animationLenth = anim.GetCurrentAnimatorStateInfo(0).length;
            StartCoroutine(AnimationEnded());
            started = false;
        }
        if(rotateHead == true)
        {
            head.transform.rotation = Quaternion.Lerp(transform.rotation, Quaternion.Euler(transform.rotation.x, transform.rotation.y, 0f), 1.0f * Time.deltaTime);
        }
    }
    IEnumerator AnimationEnded()
    {
        yield return new WaitForSeconds(animationLenth);
        anim.enabled = false;
        FPEInteractionManagerScript.Instance.EndCutscene();
        rotateHead = true;
    }
}
I'm trying to rotate the head. When the animation is end the head rotation is : X = -9.922001 Y = 6.804 Z = 4.167
When the rotation of the head is ending or maybe it's never ending since it's in the update ? The head rotation is : X = -4.529 Y = -9.392 Z = 0.988 Why x and y change and z never get to 0 ?
Another strange thing I saw now the position of the transform on X when the animation is ended is -5.089218e-12 what is this e-12 ?
 
     
    