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Question by ClaudiaWee · Apr 07, 2017 at 04:18 AM · cameraunity5camera-movementflyingheadbob

Bobbing with fly cam?

Hello all! I'm trying to recreate a swimming camera motion and I'm doing it by combining a bobbing script with a fly cam script, but I'm not entirely sure how to do it. I need my camera to bob when the camera moves in the X axis only and for it to bob (to hover) when the camera doesn't move (X and Y axis). I have two separate scripts for fly cam and bobbing (I used Head Bobbing) and both of them works separately but when I turn both of them on at the same time, the fly cam stops moving in the Y axis (control Q/E doesn't work) and the camera has a weird jitter. I understand that the cause is probably because there is a segment of the scripts regarding the Y axis that clashes with each other and thus resulting in the malfunction of the Y axis movement. So now, I'm trying to incorporate my bobbing script into my fly cam script. But I do not have any background in scripting, I search up tutorials and try to make sense the most out of it but it is a little difficult as I lack the fundamentals in scripting. If anyone can kindly help me in this, it would be much appreciated!

This is the Fly cam script I got from the internet:

     /*
     EXTENDED FLYCAM
         Desi Quintans (CowfaceGames.com), 17 August 2012.
         Based on FlyThrough.js by Slin (http://wiki.unity3d.com/index.php/FlyThrough), 17 May 2011.
  
     LICENSE
         Free as in speech, and free as in beer.
  
     FEATURES
         WASD/Arrows:    Movement
                   Q:    Climb
                   E:    Drop
                       Shift:    Move faster
                     Control:    Move slower
                         End:    Toggle cursor locking to screen (you can also press Ctrl+P to toggle play mode on and off).
     */
 
     public float cameraSensitivity = 90;
     public float climbSpeed = 4;
     public float normalMoveSpeed = 10;
     public float slowMoveFactor = 0.25f;
     public float fastMoveFactor = 3;
 
     private float rotationX = 0.0f;
     private float rotationY = 0.0f;
 
     void Start()
     {
         Screen.lockCursor = true;
     }
 
     void Update()
     {
         rotationX += Input.GetAxis("Mouse X") * cameraSensitivity * Time.deltaTime;
         rotationY += Input.GetAxis("Mouse Y") * cameraSensitivity * Time.deltaTime;
         rotationY = Mathf.Clamp(rotationY, -90, 90);
 
         transform.localRotation = Quaternion.AngleAxis(rotationX, Vector3.up);
         transform.localRotation *= Quaternion.AngleAxis(rotationY, Vector3.left);
 
         if (Input.GetKey(KeyCode.LeftShift) || Input.GetKey(KeyCode.RightShift))
         {
             transform.position += transform.forward * (normalMoveSpeed * fastMoveFactor) * Input.GetAxis("Vertical") * Time.deltaTime;
             transform.position += transform.right * (normalMoveSpeed * fastMoveFactor) * Input.GetAxis("Horizontal") * Time.deltaTime;
         }
         else if (Input.GetKey(KeyCode.LeftControl) || Input.GetKey(KeyCode.RightControl))
         {
             transform.position += transform.forward * (normalMoveSpeed * slowMoveFactor) * Input.GetAxis("Vertical") * Time.deltaTime;
             transform.position += transform.right * (normalMoveSpeed * slowMoveFactor) * Input.GetAxis("Horizontal") * Time.deltaTime;
         }
         else
         {
             transform.position += transform.forward * normalMoveSpeed * Input.GetAxis("Vertical") * Time.deltaTime;
             transform.position += transform.right * normalMoveSpeed * Input.GetAxis("Horizontal") * Time.deltaTime;
         }
 
 
         if (Input.GetKey(KeyCode.Q)) { transform.position += transform.up * climbSpeed * Time.deltaTime; }
         if (Input.GetKey(KeyCode.E)) { transform.position -= transform.up * climbSpeed * Time.deltaTime; }
 
         if (Input.GetKeyDown(KeyCode.End))
         {
             Screen.lockCursor = (Screen.lockCursor == false) ? true : false;
         }
     }
 }

This is the Head bobbing script I got from the internet:

 private float timer = 0.0f;
 public float bobbingSpeed = 0.18f;
 public float bobbingAmount = 0.2f;
 public float midpoint = 2.0f;
 private float speedMultiplier;

 void Start()
 {
     // Angryboy: Removed key-press requirement, now perma-locked to the Y plane
     Vector3 newPosition = transform.position;//If player wants to move on X and Z axis only
     newPosition.x = transform.position.x;
     newPosition.z = transform.position.z;

     // Angryboy: Manipulate Y plane by using Q/E keys
     if (Input.GetKey(KeyCode.Q))
     {
         newPosition.y += -speedMultiplier;
     }
     if (Input.GetKey(KeyCode.E))
     {
         newPosition.y += speedMultiplier;
     }
     transform.position = newPosition;
 }

 void Update()
 {
     float waveslice = 0.0f;
     float horizontal = Input.GetAxis("Horizontal");
     float vertical = Input.GetAxis("Vertical");
     if (Mathf.Abs(horizontal) == 0 && Mathf.Abs(vertical) == 0)
     {
         timer = 0.0f;
     }
     else
     {
         waveslice = Mathf.Sin(timer);
         timer = timer + bobbingSpeed;
         if (timer > Mathf.PI * 2)
         {
             timer = timer - (Mathf.PI * 2);
         }
     }

     Vector3 v3T = transform.localPosition;
     if (waveslice != 0)
     {
         float translateChange = waveslice * bobbingAmount;
         float totalAxes = Mathf.Abs(horizontal) + Mathf.Abs(vertical);
         totalAxes = Mathf.Clamp(totalAxes, 0.0f, 1.0f);
         translateChange = totalAxes * translateChange;
         v3T.y = midpoint + translateChange;
     }
     else
     {
         v3T.y = midpoint;
     }
     transform.localPosition = v3T;

 }


P.S: I tried using camera shake scripts instead but it still didn't work out the way I want it to.

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