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Object doesn't stick on Camera right Corner?? (Basic Question)
Hello:), So i move an object close to the player (like a flashlight) And then i drag the object to the maincamera hoping that this object moves along with the camera. But when i do this, the object has a weird behaviour. When I move my view playing the game in the "y" axis rotation(looking to the left/right) the object looks fine, but when i look up, the object goes away, and when i look down the same... I just whant that the object stick to the camera and goes where i look like in a normal first person game.(Like the movement of the gun in a shooter, or a torch/flashlight in horror games, etc) Any ideas?
1) An image showing the problem:
2)Main Camera Settings:
3) My MouseLook Script:
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 the MouseLook script to the capsule.
/// -> Set the mouse look to use LookX. (You want to only turn character but not tilt it)
/// - Add FPSInputController script to the capsule
/// -> A CharacterMotor and a CharacterController component will be automatically added.
/// - 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 rotationY = 0F;
void Update ()
{
if (axes == RotationAxes.MouseXAndY)
{
float rotationX = transform.localEulerAngles.y + Input.GetAxis("Mouse X") * sensitivityX;
rotationY += Input.GetAxis("Mouse Y") * sensitivityY;
rotationY = Mathf.Clamp (rotationY, minimumY, maximumY);
transform.localEulerAngles = new Vector3(-rotationY, rotationX, 0);
}
else if (axes == RotationAxes.MouseX)
{
transform.Rotate(0, Input.GetAxis("Mouse X") * sensitivityX, 0);
}
else
{
rotationY += Input.GetAxis("Mouse Y") * sensitivityY;
rotationY = Mathf.Clamp (rotationY, minimumY, maximumY);
transform.localEulerAngles = new Vector3(-rotationY, transform.localEulerAngles.y, 0);
}
}
void Start ()
{
// Make the rigid body not change rotation
if (rigidbody)
rigidbody.freezeRotation = true;
}
}
Please share the hierarchy between the camera and the object you want to show, and the inspector settings for the object as well.
1) Hierarchy between $$anonymous$$ainCamera And Object(FlashLight):
2) Object inspector Settings:
I just can't figure out whats wrong with my scene..., Any object that i drag into the $$anonymous$$ainCamera doesn't move right when looking up/down:(, I have done everything in order to solve this but i can't find the answer. I downloaded a scene from someone else and when i drag objects to his player, they follow the camera, but in my scene, they don't. I paste both of his $$anonymous$$ouseLook Scripts in my player, nothing changes, i tried disabling all of the scripts in my scene, except the $$anonymous$$ouseLook scripts...Nothing happens. I even create a new First Person Controller, to try if it will behave normally, it had the same problem. I need to fix this but i can't find the problem, what could be wrong??, my scene settings???, I'm frustated, i can't solve this Please Help!!
Share the hierarchy again, expanded this time please. Specifically the transform information.
Answer by Matthew012 · Oct 30, 2013 at 06:43 PM
Alright, this is what I do. I just apply the MouseLook script onto the Flashlight and it works for me (I've done this with others things when i had this issue)