Camera Constantly Rotating
I'm making a game that uses a gamepad and after I put in the gamepad controls my camera goes up and to the left, it just continually rotates. All I did was change the input of mousex and mousey so they would receive input from the analog sticks, here is the mouse look script:
using System; using UnityEngine; using UnityStandardAssets.CrossPlatformInput;
namespace UnityStandardAssets.Characters.FirstPerson { [Serializable] public class MouseLook { public float XSensitivity = 2f; public float YSensitivity = 2f; public bool clampVerticalRotation = true; public float MinimumX = -90F; public float MaximumX = 90F; public bool smooth; public float smoothTime = 5f;
     private Quaternion m_CharacterTargetRot;
     private Quaternion m_CameraTargetRot;
     public void Init(Transform character, Transform camera)
     {
         m_CharacterTargetRot = character.localRotation;
         m_CameraTargetRot = camera.localRotation;
     }
     public void LookRotation(Transform character, Transform camera)
     {
         float yRot = CrossPlatformInputManager.GetAxis("Mouse X") * XSensitivity;
         float xRot = CrossPlatformInputManager.GetAxis("Mouse Y") * YSensitivity;
         m_CharacterTargetRot *= Quaternion.Euler (0f, yRot, 0f);
         m_CameraTargetRot *= Quaternion.Euler (-xRot, 0f, 0f);
         if(clampVerticalRotation)
             m_CameraTargetRot = ClampRotationAroundXAxis (m_CameraTargetRot);
         if(smooth)
         {
             character.localRotation = Quaternion.Slerp (character.localRotation, m_CharacterTargetRot,
                 smoothTime * Time.deltaTime);
             camera.localRotation = Quaternion.Slerp (camera.localRotation, m_CameraTargetRot,
                 smoothTime * Time.deltaTime);
         }
         else
         {
             character.localRotation = m_CharacterTargetRot;
             camera.localRotation = m_CameraTargetRot;
         }
     }
     Quaternion ClampRotationAroundXAxis(Quaternion q)
     {
         q.x /= q.w;
         q.y /= q.w;
         q.z /= q.w;
         q.w = 1.0f;
         float angleX = 2.0f * Mathf.Rad2Deg * Mathf.Atan (q.x);
         angleX = Mathf.Clamp (angleX, MinimumX, MaximumX);
         q.x = Mathf.Tan (0.5f * Mathf.Deg2Rad * angleX);
         return q;
     }
 }
 
               }
and here is my input configuration:
Type: Joystick Axis
Axis: 4th Axis (Joysticks)
Joy Num: Get Motion from all Joysticks
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