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Question by TheGamingIdiot · Nov 27, 2016 at 08:17 AM · mouselookrotationlooking

Can anyone help with my mouse look script please??

Can anyone help with my script. It is a mouse look script that I am working on, but it isn't working right. It allows me to move on the y axis(left and right), but not on the x axis(up and down). If you have any idea what I may have done wrong please tell me! :)

using UnityEngine; using System.Collections;

public class MouseLook : MonoBehaviour {

 Vector2 mouseLook;
 Vector2 smoothV;
 public float sensitivity = 3.0f;
 public float smoothing = 2.0f;
 // Use this for initialization
 void Start () 
 {
     Cursor.lockState = CursorLockMode.Locked;
 }
 
 // Update is called once per frame
 void Update () 
 {
     var md = new Vector2 (Input.GetAxisRaw ("Mouse X"), Input.GetAxisRaw ("Mouse Y"));

     md = Vector2.Scale (md, new Vector2 (sensitivity * smoothing, sensitivity * smoothing));
     smoothV.x = Mathf.Lerp (smoothV.x, md.x, 1f / smoothing);
     smoothV.y = Mathf.Lerp (smoothV.y, md.y, 1f / smoothing);
     mouseLook += smoothV;

     transform.localRotation = Quaternion.AngleAxis(-mouseLook.y, Vector3.right);
     transform.localRotation = Quaternion.AngleAxis(mouseLook.x, Vector3.up);

     if (Input.GetKeyDown (KeyCode.Escape)) 
     {
         Cursor.lockState = CursorLockMode.None;
     }
 }

}

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Answer by sohail11330 · Nov 27, 2016 at 01:01 PM

 using UnityEngine;
 using System.Collections;
 
 /// MouseLook rotates the transform based on the mouse delta.
 /// Minimum and Maximum values can be used to constrain the possible rotation
 
 /// To make an FPS style character:
 /// - Create a capsule.
 /// - Add a rigid body to the capsule
 /// - Add the MouseLook script to the capsule.
 ///   -> Set the mouse look to use LookX. (You want to only turn character but not tilt it)
 /// - Add FPSWalker script to the capsule
 
 /// - Create a camera. Make the camera a child of the capsule. Reset it's transform.
 /// - Add a MouseLook script to the camera.
 ///   -> Set the mouse look to use LookY. (You want the camera to tilt up and down like a head. The character already turns.)
 [AddComponentMenu("Camera-Control/Mouse Look")]
 public class MouseLook : MonoBehaviour {
 
     public enum RotationAxes { MouseXAndY = 0, MouseX = 1, MouseY = 2 }
     public RotationAxes axes = RotationAxes.MouseXAndY;
     public float sensitivityX = 15F;
     public float sensitivityY = 15F;
 
     public float minimumX = -360F;
     public float maximumX = 360F;
 
     public float minimumY = -60F;
     public float maximumY = 60F;
 
     float rotationX = 0F;
     float rotationY = 0F;
     
     Quaternion originalRotation;
 
     void Update ()
     {
         if (axes == RotationAxes.MouseXAndY)
         {
             // Read the mouse input axis
             rotationX += Input.GetAxis("Mouse X") * sensitivityX;
             rotationY += Input.GetAxis("Mouse Y") * sensitivityY;
 
             rotationX = ClampAngle (rotationX, minimumX, maximumX);
             rotationY = ClampAngle (rotationY, minimumY, maximumY);
             
             Quaternion xQuaternion = Quaternion.AngleAxis (rotationX, Vector3.up);
             Quaternion yQuaternion = Quaternion.AngleAxis (rotationY, Vector3.left);
             
             transform.localRotation = originalRotation * xQuaternion * yQuaternion;
         }
         else if (axes == RotationAxes.MouseX)
         {
             rotationX += Input.GetAxis("Mouse X") * sensitivityX;
             rotationX = ClampAngle (rotationX, minimumX, maximumX);
 
             Quaternion xQuaternion = Quaternion.AngleAxis (rotationX, Vector3.up);
             transform.localRotation = originalRotation * xQuaternion;
         }
         else
         {
             rotationY += Input.GetAxis("Mouse Y") * sensitivityY;
             rotationY = ClampAngle (rotationY, minimumY, maximumY);
 
             Quaternion yQuaternion = Quaternion.AngleAxis (rotationY, Vector3.left);
             transform.localRotation = originalRotation * yQuaternion;
         }
     }
     
     void Start ()
     {
         // Make the rigid body not change rotation
         if (rigidbody)
             rigidbody.freezeRotation = true;
         originalRotation = transform.localRotation;
     }
     
     public static float ClampAngle (float angle, float min, float max)
     {
         if (angle < -360F)
             angle += 360F;
         if (angle > 360F)
             angle -= 360F;
         return Mathf.Clamp (angle, min, max);
     }
 }
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