Question by 
               Dark_Shadow_12 · Sep 02, 2016 at 01:46 PM · 
                cameracamera-movementcamera rotatecamera-looksupport  
              
 
              viewing on the Mouse Y axis not working.
Hello. So i tried to make my character be able to look around the screen, and it worked on the Mouse X axis, but when I introduced the Mouse Y axis, things went wired. I wouldn't be able to move screen at all except for a tiny bit and the X axis wasn't working either. Want I want it to do is that if I move it on the X axis, it will move the character, but if i move on the Y axis, it just moves the camera. here is the code:
 using UnityEngine;
 using System.Collections;
 
 public class PlayerMovement : MonoBehaviour {
 
     public float speed = 6f;
     Vector3 movement;
     Rigidbody playerrigidbody;
     bool IsFlying = false;
     public float mousesensetivity = 2f;
     float Range = 60f;
 
     void Start () {
 
         playerrigidbody = GetComponent<Rigidbody>();
 
     }
     
     // Update is called once per frame
     void FixedUpdate () {
         // rotation
         float h = Input.GetAxisRaw("Horizontal");
         float v = Input.GetAxisRaw("Vertical");
         move(h, v);
 
         float Yrot = Input.GetAxisRaw("Mouse Y") * mousesensetivity;
         Camera.main.transform.localRotation = Quaternion.Euler(Yrot, 0, 0);
 
         float Xrot = Input.GetAxisRaw("Mouse X") * mousesensetivity;
         transform.Rotate(0, Xrot, 0);
 
         Vector3 speed = new Vector3(h, 0, v);
 
        speed = transform.rotation * speed;
 
 
 
     }
 
     void move (float h, float v)
     {
         if (Input.GetKey(KeyCode.Space))
         {
             if (IsFlying == false)
             {
                 IsFlying = true;
                 GetComponent<Rigidbody>().velocity = new Vector3(0, 6, 0);
 
             }
         }
         Vector3 Speed = new Vector3(h, 0, v);
 
         Speed = transform.rotation * Speed / 6;
 
 
         movement.Set(h, 0f, v);
 
         playerrigidbody.MovePosition(transform.position + Speed);
     }
 
     void OnCollisionEnter(Collision col)
     {
         if (col.gameObject.name == "floor" || col.gameObject.name == "PlatformPrototype08x01x08" || col.gameObject.name == "StepsPrototype04x02x02" || col.gameObject.name == "PlatformPrototype02x01x02")
         {
             IsFlying = false;
         }
     }
 
 }
 
 
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