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Question by hlsavuir · Dec 20, 2012 at 05:23 AM · mousesensitivityhotkeys

Changing Mouse Sensitivity With HotKeys

I want to be-able to change the mouse sensitivity with the [ and ] keys. I'm using the First Person Controller so it already has a MouseLook.cs script in it but that thing is very confusing and i can barely work my way around it. Help Please :)

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Answer by CodeMasterMike · Dec 20, 2012 at 06:20 AM

Well, it depends on how you are designing your MouseLook script. But lets say that you take the axis value from the mouse in x and y axis to move the camera, which always goes between 1 and -1, then you can add "sensitivity" to the x- and y-axis when the mouse moves.

Something like this:

 private float mouseSensitivity = 1.0f;
 
 Update()
 {
     if(Input.GetKeyDown("[") == true)
     {
         mouseSensitivity += 1.0f;
     }
     if(Input.GetKeyDown("]") == true)
     {
         mouseSensitivity -= 1.0f;
     }
      
  
     float translationInXaxis = Input.GetAxis("Mouse X") * mouseSensitivity;
     float translationInYaxis = Input.GetAxis("Mouse Y") * mouseSensitivity;
 
     CameraTransform.Translate(translationInXaxis, translationInYaxis, 0.0f);
 }

So the camera translate more depending on how much sensitivity you add to the variable.

Good luck!

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Answer by tw1st3d · Dec 20, 2012 at 06:23 AM

 @script AddComponentMenu ("Camera-Control/Mouse Look")
 
 enum RotationAxes { MouseXAndY = 0, MouseX = 1, MouseY = 2 }
 
 var axes = RotationAxes.MouseXAndY;
 
 var sensitivityX : float = 15;
 
 var sensitivityY : float = 15;
 
  
 
 var minimumX : float = -360;
 
 var maximumX : float = 360;
 
  
 
 var minimumY : float = -60;
 
 var maximumY : float = 60;
 
  
 
 var rotationX : float = 0;
 
 var rotationY : float = 0;
 
  
 
 private var originalRotation : Quaternion;
 
  
 
 function Update () {
 
     if (axes == RotationAxes.MouseXAndY) {
 
         rotationX += Input.GetAxis("Mouse X") * sensitivityX;
 
         rotationY += Input.GetAxis("Mouse Y") * sensitivityY;
 
  
 
         rotationX = ClampAngle (rotationX, minimumX, maximumX);
 
         rotationY = ClampAngle (rotationY, minimumY, maximumY);
 
         
 
         var xQuaternion = Quaternion.AngleAxis (rotationX, Vector3.up);
 
         var 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);
 
  
 
         xQuaternion = Quaternion.AngleAxis (rotationX, Vector3.up);
 
         transform.localRotation = originalRotation * xQuaternion;
 
     }
 
     else {
 
         rotationY += Input.GetAxis("Mouse Y") * sensitivityY;
 
         rotationY = ClampAngle (rotationY, minimumY, maximumY);
 
  
 
         yQuaternion = Quaternion.AngleAxis (rotationY, Vector3.left);
 
         transform.localRotation = originalRotation * yQuaternion;
 
     }
 
 }
 
  
 
 function Start () {
 
     if (rigidbody)
 
         rigidbody.freezeRotation = true;
 
     originalRotation = transform.localRotation;
 
 }
 
  
 
 static function ClampAngle (angle : float, min : float, max : float) : float {
 
     if (angle < -360.0)
 
         angle += 360.0;
 
     if (angle > 360.0)
 
         angle -= 360.0;
 
     return Mathf.Clamp (angle, min, max);
 
 }
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