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This question was closed Feb 19, 2018 at 11:07 AM by unity_S0ZCLiVP1XXH-w for the following reason:

Question is off-topic or not relevant

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Question by unity_S0ZCLiVP1XXH-w · Feb 04, 2018 at 03:22 AM · c#rotationoptimizationjoystickcharacter controlling

Cant optimize rotation axes to android joystick

I'm making a game about knight fighting. And now I'm making my spear controller. So I tried to do delayed motion or motion by impulse for my game. All I did is simply transform rotation by standard joystick from asset store. But that's not what I need. Finally, I found this script. This is exactly what I wanted but not works with my joystick. Problem in rotation axes, I cant optimize these axes for joystick. 6 hours of search. More than 5 tutorials revised. Nothing helped. Ok its my first script

 using UnityEngine;
 using CnControls;
 
 public class RotatorSc : MonoBehaviour
 {
        
     public float minX;
     public float maxX;
 
     public float minY = -45.0f;
     public float maxY = 45.0f;
 
     public float sensX = 100.0f;
     public float sensY = 100.0f;
 
     float rotationY = 0.0f;
     float rotationX = 0.0f;
 
     void Update()
     {
 
         if (Input.GetMouseButton(0))
         {
             rotationX += CnInputManager.GetAxis("Horizontal") * sensX * Time.deltaTime;
             rotationY -= CnInputManager.GetAxis("Mouse Y") * sensY * Time.deltaTime;
             rotationY = Mathf.Clamp(rotationY, minY, maxY);
             rotationX = Mathf.Clamp(rotationX, minX, maxX);
             transform.localEulerAngles = new Vector3(-rotationY, rotationX, 0);
         }
     }
 }
 



And second script (which I need)

 {
     public enum RotationAxes { MouseXAndY = 0, MouseX = 1, MouseY = 2 }
     public RotationAxes axes = RotationAxes.MouseXAndY;
     public float sensitivityX = 15F;
     public float sensitivityY = 15F;
 
     public float smooth = 2;
 
     float smoothXAxis;
     float smoothYAxis;
 
     public float minimumX = -45F;
     public float maximumX = 45F;
 
     public float minimumY = -45F;
     public float maximumY = 45F;
 
     float rotationY = 0F;
     
     void Update()
     {
         smoothXAxis = Mathf.Lerp(smoothXAxis, Input.GetAxis("Mouse X"), Time.deltaTime * smooth);
         smoothYAxis = Mathf.Lerp(smoothYAxis, Input.GetAxis("Mouse Y"), Time.deltaTime * smooth);
 
         if (axes == RotationAxes.MouseXAndY)
         {
             float rotationX = transform.localEulerAngles.y + smoothXAxis * sensitivityX;
 
             rotationY += smoothYAxis * sensitivityY;
             rotationY = Mathf.Clamp(rotationY, minimumY, maximumY);
 
             transform.localEulerAngles = new Vector3(-rotationY, rotationX, 0);
         }
         else if (axes == RotationAxes.MouseX)
         {
             transform.Rotate(0, smoothXAxis * sensitivityX, 0);
         }
         else
         {
             rotationY += smoothYAxis * sensitivityY;
             rotationY = Mathf.Clamp(rotationY, minimumY, maximumY);
 
             transform.localEulerAngles = new Vector3(-rotationY, transform.localEulerAngles.y, 0);
         }
 
     }
 }
 

Ill be grateful for any help

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