Wayback Machinekoobas.hobune.stream
May JUN Jul
Previous capture 12 Next capture
2021 2022 2023
1 capture
12 Jun 22 - 12 Jun 22
sparklines
Close Help
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
  • Asset Store
  • Get Unity

UNITY ACCOUNT

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account
  • Blog
  • Forums
  • Answers
  • Evangelists
  • User Groups
  • Beta Program
  • Advisory Panel

Navigation

  • Home
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
    • Blog
    • Forums
    • Answers
    • Evangelists
    • User Groups
    • Beta Program
    • Advisory Panel

Unity account

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account

Language

  • Chinese
  • Spanish
  • Japanese
  • Korean
  • Portuguese
  • Ask a question
  • Spaces
    • Default
    • Help Room
    • META
    • Moderators
    • Topics
    • Questions
    • Users
    • Badges
  • Home /
avatar image
0
Question by taylom2234 · Mar 31, 2018 at 05:57 PM · c#inputinput.getaxis

GetAxisRaw defaulting to -1 instead of 0

I will post my camera script below. The GetInput() method seems to be the cause of my camera constantly going in circles. For some reason the input variables are at -1 when they should be at 0.

 using UnityEngine;
 using System.Collections;
 
 public class CameraScript : MonoBehaviour
 {
     public GameObject player;
     public GameObject cameraTarget;
     public GameObject zPos;
 
     [System.Serializable]
     public class PositionSettings
     {
         public float maxDistance = 6f;
         public float minDistance = 4f;
         public float defaultCamHeight = 1f;
         public float camHeight = 1f;
         public float keyVertDistance = 7f;
         public float smooth = 10f;
         public float lookHeight = 10f;
     }
 
     [System.Serializable]
     public class OrbitSettings
     {
         public float hRotateSpeed = 250f;
         public float vRotateSpeed = 3f;
     }
 
     [System.Serializable]
     public class InputSettings
     {
         public string ORBIT_HORIZONTAL = "OrbitHorizontal";
         public string ORBIT_VERTICAL = "OrbitVertical";
     }
 
     public PositionSettings position = new PositionSettings();
     public OrbitSettings orbit = new OrbitSettings();
     public InputSettings input = new InputSettings();
 
     Vector3 targetPos = Vector3.zero;
     Vector3 destination = Vector3.zero;
     CharacterController charController;
     float hOrbitInput;
     float vOrbitInput;
     public PlayerScript ps;
 
     private GameObject target;
     private Transform camPos;
     private float distance;
     private float orbitDistance;
     private float vertDistance;
     private string camMode;
     private RaycastHit hit;
     private float rayRange = 20;
     private bool canSeePlayer;
     
     void Start()
     {
         target= cameraTarget;
     }
 
     void Update()
     {
         //track current distance
         distance = Vector3.Distance(transform.position, target.transform.position);
         orbitDistance = Vector3.Distance(transform.position, target.transform.position);
         vertDistance = Mathf.Abs(transform.position.y - target.transform.position.y);
         Follow();
         if (Input.GetAxis("Triggers") < 0) { ZTarget(); }
         if (Input.GetButtonDown("R3")) { ChangeDistance(); }
     }
 
     void Follow()
     {
         //Orbit
         GetInput();
         Debug.Log("hOrbit" + hOrbitInput);
         Debug.Log("vOrbit" + vOrbitInput);
         if (hOrbitInput != 0)
         { HOrbitControl(); }
         if (vOrbitInput != 0)
         { VOrbitControl(); }
         if (vOrbitInput == 0)
         { position.camHeight = position.defaultCamHeight; }
 
         //Ensure distance and height are within parameters
         AdjustDistance();
         AdjustHeight();
         AvoidObstacles();
 
         LookAt();
     }
 
     void HOrbitControl()
     {
         transform.RotateAround(target.transform.position, Vector3.up, orbit.hRotateSpeed * hOrbitInput * Time.deltaTime);
     }
 
     void VOrbitControl()
     {
         position.camHeight = orbit.vRotateSpeed * vOrbitInput;
     }
 
     void AdjustHeight()
     {
         if (vertDistance < position.keyVertDistance)
             { transform.position = Vector3.Slerp(transform.position, new Vector3(transform.position.x, target.transform.position.y + position.camHeight, transform.position.z), Time.deltaTime * position.smooth); }
         FallingFollow();
     }
 
     void AdjustDistance()
     {
         // if the camera is farther than the maxdistance, bring the camera within the acceptable distance range
         if (distance > position.maxDistance)
         {
             transform.position = Vector3.Slerp(transform.position, new Vector3(
                 target.transform.position.x - (transform.forward.x * position.maxDistance),
                 target.transform.position.y + position.camHeight,
                 target.transform.position.z - (transform.forward.z * position.maxDistance)),
                 Time.deltaTime * position.smooth);
         }
         // if the camera is closer than the minDistance, push the camera out to be within the acceptable distance range
         if (distance < position.minDistance)
         {
             transform.position = Vector3.Slerp(transform.position, new Vector3(
                 target.transform.position.x - (transform.forward.x * position.minDistance), 
                 target.transform.position.y + position.camHeight, 
                 target.transform.position.z - (transform.forward.z * position.minDistance)), 
                 Time.deltaTime * position.smooth);
         }
     }
 
     void ZTarget()
     { transform.position = Vector3.Slerp(transform.position, zPos.transform.position, Time.deltaTime * position.smooth); }
 
     void LookAt()
     { transform.LookAt(Vector3.Slerp(target.transform.position, new Vector3(target.transform.position.x, target.transform.position.y, target.transform.position.z), Time.deltaTime * position.smooth)); }
 
     void GetInput()
     {
         hOrbitInput = Input.GetAxisRaw(input.ORBIT_HORIZONTAL);
         vOrbitInput = Input.GetAxisRaw(input.ORBIT_VERTICAL);
     }
 
     void ChangeDistance()
     {
         switch (position.maxDistance.ToString())
         {
             case "6":
                 position.maxDistance = 10f;
                 break;
             case "10":
                 position.maxDistance = 6f;
                 break;
         }
     }
 
     void AvoidObstacles()
     {
         if (Physics.Raycast(transform.position, (player.transform.position - transform.position), out hit, rayRange))
         {
             if(hit.transform.tag != "Player")
             {
                 //move camera to a location where it can see the player
             }
         }
     }
 
     void FallingFollow()
     {
         if (ps.animator.GetBool("isFalling"))
         {
             //raise the camera to give a better angle for landing
         }
     }
 }
Comment
Add comment · Show 1
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users
avatar image hexagonius · Mar 31, 2018 at 06:07 PM 0
Share

175 lines of code for a question about Input.GetAxisRaw?

1 Reply

· Add your reply
  • Sort: 
avatar image
0

Answer by andrew-lukasik · Mar 31, 2018 at 06:12 PM

https://answers.unity.com/questions/728949/difference-between-inputgetaxis-and-getaxisraw.html

Comment
Add comment · Share
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

Your answer

Hint: You can notify a user about this post by typing @username

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Follow this Question

Answers Answers and Comments

472 People are following this question.

avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image

Related Questions

Game doesn't recognize X-axis input from XBox 360 controller 1 Answer

Input.GetAxis not returning 0 when keyboard is idle 1 Answer

Using Default Input for mobile platform. 0 Answers

Input returns 0 until released and pressed again if held down before start of scene 0 Answers

Multiple Cars not working 1 Answer


Enterprise
Social Q&A

Social
Subscribe on YouTube social-youtube Follow on LinkedIn social-linkedin Follow on Twitter social-twitter Follow on Facebook social-facebook Follow on Instagram social-instagram

Footer

  • Purchase
    • Products
    • Subscription
    • Asset Store
    • Unity Gear
    • Resellers
  • Education
    • Students
    • Educators
    • Certification
    • Learn
    • Center of Excellence
  • Download
    • Unity
    • Beta Program
  • Unity Labs
    • Labs
    • Publications
  • Resources
    • Learn platform
    • Community
    • Documentation
    • Unity QA
    • FAQ
    • Services Status
    • Connect
  • About Unity
    • About Us
    • Blog
    • Events
    • Careers
    • Contact
    • Press
    • Partners
    • Affiliates
    • Security
Copyright © 2020 Unity Technologies
  • Legal
  • Privacy Policy
  • Cookies
  • Do Not Sell My Personal Information
  • Cookies Settings
"Unity", Unity logos, and other Unity trademarks are trademarks or registered trademarks of Unity Technologies or its affiliates in the U.S. and elsewhere (more info here). Other names or brands are trademarks of their respective owners.
  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges