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Question by IAMBATMAN · Mar 01, 2016 at 08:11 AM · charactergunrecoil

Gun recoil with mouse look script help

I have added my mouselookscript to the spine of my model, and have made the camera a child of the spine. so when I look around my character looks up and down.

I would like to add recoil to my spine when i shoot a gun but my mouseLookscript won't let me change the rotation of my character model's spine and applying it to a child will mess with my clamp.

Is there anyway I could apply recoil to the spine of my model?

here is my mouse look script

 using UnityEngine;
 
 // Very simple smooth mouselook modifier for the MainCamera in Unity
 // by Francis R. Griffiths-Keam - www.runningdimensions.com
 
 [AddComponentMenu("Camera/Simple Smooth Mouse Look ")]
 public class SimpleSmoothMouseLook : MonoBehaviour
 {
     Vector2 _mouseAbsolute;
     Vector2 _smoothMouse;
 
     public Vector2 clampInDegrees = new Vector2(360, 180);
     public bool lockCursor;
     public Vector2 sensitivity = new Vector2(2, 2);
     public Vector2 smoothing = new Vector2(3, 3);
     public Vector2 targetDirection;
     public Vector2 targetCharacterDirection;
 
     // Assign this if there's a parent object controlling motion, such as a Character Controller.
     // Yaw rotation will affect this object instead of the camera if set.
     public GameObject characterBody;
 
     void Start()
     {
         // Set target direction to the camera's initial orientation.
         targetDirection = transform.localRotation.eulerAngles;
 
         // Set target direction for the character body to its inital state.
         if (characterBody)
         {
             targetCharacterDirection = characterBody.transform.localRotation.eulerAngles;
         }
     }
 
     void Update()
     {
 
         // Ensure the cursor is always locked when set
         Cursor.lockState = CursorLockMode.Locked;
 
         // Allow the script to clamp based on a desired target value.
         var targetOrientation = Quaternion.Euler(targetDirection);
         var targetCharacterOrientation = Quaternion.Euler(targetCharacterDirection);
 
         // Get raw mouse input for a cleaner reading on more sensitive mice.
         var mouseDelta = new Vector2(Input.GetAxisRaw("Mouse X"), Input.GetAxisRaw("Mouse Y"));
 
         // Scale input against the sensitivity setting and multiply that against the smoothing value.
         mouseDelta = Vector2.Scale(mouseDelta, new Vector2(sensitivity.x * smoothing.x, sensitivity.y * smoothing.y));
 
         // Interpolate mouse movement over time to apply smoothing delta.
         _smoothMouse.x = Mathf.Lerp(_smoothMouse.x, mouseDelta.x, 1f / smoothing.x);
         _smoothMouse.y = Mathf.Lerp(_smoothMouse.y, mouseDelta.y, 1f / smoothing.y);
 
         // Find the absolute mouse movement value from point zero.
         _mouseAbsolute += _smoothMouse;
 
         // Clamp and apply the local x value first, so as not to be affected by world transforms.
         if (clampInDegrees.x < 360)
             _mouseAbsolute.x = Mathf.Clamp(_mouseAbsolute.x, -clampInDegrees.x * 0.5f, clampInDegrees.x * 0.5f);
 
         // Then clamp and apply the global y value.
         if (clampInDegrees.y < 360)
             _mouseAbsolute.y = Mathf.Clamp(_mouseAbsolute.y, -clampInDegrees.y * 0.5f, clampInDegrees.y * 0.5f);
 
         var xRotation = Quaternion.AngleAxis(-_mouseAbsolute.y, targetOrientation * Vector3.right);
 
         transform.localRotation = xRotation;
 
         transform.localRotation *= targetOrientation;
 
         // If there's a character body that acts as a parent to the camera
         if (characterBody)
         {
             var yRotation = Quaternion.AngleAxis(_mouseAbsolute.x, characterBody.transform.up);
             characterBody.transform.localRotation = yRotation;
             characterBody.transform.localRotation *= targetCharacterOrientation;
         }
         else
         {
             var yRotation = Quaternion.AngleAxis(_mouseAbsolute.x, transform.InverseTransformDirection(Vector3.up));
             transform.localRotation *= yRotation;
         }
     }
 }
 

and here is my gun script

 using UnityEngine;
 using System.Collections;
 
 public class Weapon : MonoBehaviour
 {
 
     
     SimpleSmoothMouseLook mouseLook;
     public Camera mainCamera;
 
 
     //Aim down sights variables
     public Vector3 aimDownSightsPos;
     public Vector3 aimDownSightsRot;
 
     public float aimSpeed;
     public Vector2 aimSensitivity;
     public float aimfieldOfView;
 
     //Gun variables
     public float fireRate;
     float coolDown;
     public int damage;
 
     //Effects
     public GameObject blood;
     public ParticleSystem muzzleFlash;
 
     public float xRecoil;
 
     public Transform objectToApplyRecoil;
 
     // Use this for initialization
     void Start()
     {
         mainCamera = Camera.main;
     }
 
     // Update is called once per frame
     void Update()
     {
         coolDown -= Time.deltaTime;
         if (Input.GetKey(KeyCode.Mouse1))
         {
             transform.localPosition = Vector3.Lerp(transform.localPosition, aimDownSightsPos, aimSpeed * Time.deltaTime);
 
             transform.localRotation = Quaternion.Lerp(transform.localRotation,Quaternion.Euler(aimDownSightsRot.x,aimDownSightsRot.y,aimDownSightsRot.z),aimSpeed * Time.deltaTime);
 
             mainCamera.fieldOfView = 60;
 
             //mouseLook.sensitivity = aimSensitivity;
         }
         if (!Input.GetKey(KeyCode.Mouse1))
         {
             transform.localPosition = Vector3.Lerp(transform.localPosition, Vector3.zero, aimSpeed * Time.deltaTime);
 
             transform.localRotation = Quaternion.Lerp(transform.localRotation, Quaternion.identity, aimSpeed * Time.deltaTime);
 
             mainCamera.fieldOfView = 60;
 
             //mouseLook.sensitivity = aimSensitivity;
         }
 
         if (Input.GetKey(KeyCode.Mouse0))
         {
             if(coolDown <= 0)
             {
 
                 RaycastHit hit;
                 if (Physics.Raycast(Camera.main.transform.position,Camera.main.transform.forward,out hit))
                 {
                     objectToApplyRecoil.eulerAngles -= new Vector3(xRecoil, 0, 0);
 
                     muzzleFlash.Play();
                     if (hit.collider.tag == "Zombie")
                     {
                         hit.collider.gameObject.GetComponent<HealthPoints>().TakeDamage(damage);
                         Instantiate(blood, hit.point, Quaternion.LookRotation(hit.normal));
                         muzzleFlash.Play();
                     }
                 }
                 else
                 {
                     objectToApplyRecoil.eulerAngles -= new Vector3(xRecoil, 0, 0);
                     muzzleFlash.Play();
                 }
                 coolDown = fireRate;
             }
         }
 
     }
 }
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avatar image IAMBATMAN · Mar 04, 2016 at 05:04 PM 0
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anyone? :(

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