So I’m trying to make all the objects in a 3d world rotate on the z axis, depending on the rotate of the z axis in the iPad.

I’ve got it to work a little bit, but it’s not good. When I tilt too far the object flys off view. I tried debugging it using “print()” and found out that the y position was being changed by a ton for some reason. I’ll post code

```
pushMatrix()
setContext(screen)
perspective(FieldOfView,WIDTH/HEIGHT)
background(0, 0, 0, 0)
angle = angle + RotationRate.y / math.abs(Gravity.y/2)
x, y, z = math.sin(math.rad(angle)), Gravity.z , math.cos(math.rad(angle))
rotate_degree = (rotate_degree + RotationRate.z / math.abs(Gravity.z/2))
camera(0, 0, 0,x, y, z, 0, 1, 0)
rectMode(CENTER)
pushStyle()
translate(0, 0, 100)
rotate(-rotate_degree,0,0,1)
stroke(0, 2, 255, 255)
rect(0,0,5,5)
popStyle()
rotate(rotate_degree,0,0,1)
pushStyle()
translate(0,-50,0)
rotate(-rotate_degree,0,0,1)
stroke(14, 255, 0, 255)
rect(0,0,5,5)
popStyle()
rotate(rotate_degree,0,0,1)
pushStyle()
translate(25,25,0)
rotate(45,0,1,0)
rotate(-rotate_degree,0,0,1)
stroke(255, 0, 3, 255)
rect(0,0,5,5)
popStyle()
rotate(rotate_degree,0,0,1)
```

So I’m still learning how 3d works. So I know that the rotate part of code is not good. But can anyone help me with this?