private var yRspeed = 1.0; private var frik = 0.5; private var xRspeed = 0.05; private var xRot : float =0.0; private var yRot : float =0.0; private var rotRand1 :float = 0.0; private var rotRand2 :float = 0.0; rotRand1 = Random.Range(0, 6); rotRand2 = Random.Range(0.5, 2); yRot = Random.Range(0.8, 3) * yRspeed; function Update () { xRot = (Mathf.Sin((Time.time + rotRand1) * frik)* (xRspeed * rotRand2) - xRot); transform.Rotate ( 0, Time.deltaTime * yRot , 0, Space.World ); transform.Rotate ( xRot, 0, 0, Space.Self ); }