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Question by rajannath · Aug 16, 2018 at 06:56 AM · 1st person

my script not working in touch method

using System.Collections; using System.Collections.Generic; using UnityEngine;

public class FpsCamera : MonoBehaviour {

 private Vector2 mouseLook;
 private float swipeResistence = 200;
 Vector2 smoothV;
 public float sentitivity = 5.0f;
 public float smoothing = 2.0f;
 GameObject character;
 // Use this for initialization
 void Start () 
 {
     character = this.transform.parent.gameObject;

 }

 // Update is called once per frame
 void Update ()
 {
     if (Input.GetMouseButtonDown (0)) 
     {

         var md = new Vector2 (Input.GetAxis ("Vertical"), Input.GetAxis ("Horizontal"));
         md = Vector2.Scale (md, new Vector2 (sentitivity * smoothing, sentitivity * 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.x, Vector3.right);
         character.transform.localRotation = Quaternion.AngleAxis (mouseLook.y, character.transform.up);
     }
 }

}

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Answer by rajannath · Aug 16, 2018 at 06:58 AM

using System.Collections; using System.Collections.Generic; using UnityEngine;

public class FpsCamera : MonoBehaviour {

 private Vector2 mouseLook;
 private float swipeResistence = 200;
 Vector2 smoothV;
 public float sentitivity = 5.0f;
 public float smoothing = 2.0f;
 GameObject character;
 // Use this for initialization
 void Start () 
 {
     character = this.transform.parent.gameObject;

 }

 // Update is called once per frame
 void Update ()
 {
     if (Input.GetMouseButtonDown (0)) 
     {

         var md = new Vector2 (Input.GetAxis ("Vertical"), Input.GetAxis ("Horizontal"));
         md = Vector2.Scale (md, new Vector2 (sentitivity * smoothing, sentitivity * 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.x, Vector3.right);
         character.transform.localRotation = Quaternion.AngleAxis (mouseLook.y, character.transform.up);
     }
 }

}

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