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Question by dhotlo2 · Jul 31, 2016 at 12:20 PM · camerascripting problemcamera-movementcamera-lookcamera rotation

How to make character head face in the direction of where the mouse is pointing in FreeFormCameraRig?

using System; using UnityEngine; using UnityStandardAssets.CrossPlatformInput;

namespace UnityStandardAssets.Cameras { public class FreeLookCam : PivotBasedCameraRig { // This script is designed to be placed on the root object of a camera rig, // comprising 3 gameobjects, each parented to the next:

     //     Camera Rig
     //         Pivot
     //             Camera

     [SerializeField] private float m_MoveSpeed = 1f;                      // How fast the rig will move to keep up with the target's position.
     [Range(0f, 10f)] [SerializeField] private float m_TurnSpeed = 1.5f;   // How fast the rig will rotate from user input.
     [SerializeField] private float m_TurnSmoothing = 0.1f;                // How much smoothing to apply to the turn input, to reduce mouse-turn jerkiness
     [SerializeField] private float m_TiltMax = 75f;                       // The maximum value of the x axis rotation of the pivot.
     [SerializeField] private float m_TiltMin = 45f;                       // The minimum value of the x axis rotation of the pivot.
     [SerializeField] private bool m_LockCursor = false;                   // Whether the cursor should be hidden and locked.
     [SerializeField] private bool m_VerticalAutoReturn = false;           // set wether or not the vertical axis should auto return

     private float m_LookAngle;                    // The rig's y axis rotation.
     private float m_TiltAngle;                    // The pivot's x axis rotation.
     private const float k_LookDistance = 100f;    // How far in front of the pivot the character's look target is.
     private Vector3 m_PivotEulers;
     private Quaternion m_PivotTargetRot;
     private Quaternion m_TransformTargetRot;

     protected override void Awake()
     {
         base.Awake();
         // Lock or unlock the cursor.
         Cursor.lockState = m_LockCursor ? CursorLockMode.Locked : CursorLockMode.None;
         Cursor.visible = !m_LockCursor;
         m_PivotEulers = m_Pivot.rotation.eulerAngles;

         m_PivotTargetRot = m_Pivot.transform.localRotation;
         m_TransformTargetRot = transform.localRotation;
     }


     protected void Update()
     {
         HandleRotationMovement();
         if (m_LockCursor && Input.GetMouseButtonUp(0))
         {
             Cursor.lockState = m_LockCursor ? CursorLockMode.Locked : CursorLockMode.None;
             Cursor.visible = !m_LockCursor;
         }
     }


     private void OnDisable()
     {
         Cursor.lockState = CursorLockMode.None;
         Cursor.visible = true;
     }


     protected override void FollowTarget(float deltaTime)
     {
         if (m_Target == null) return;
         // Move the rig towards target position.
         transform.position = Vector3.Lerp(transform.position, m_Target.position, deltaTime*m_MoveSpeed);
     }


     private void HandleRotationMovement()
     {
         if(Time.timeScale < float.Epsilon)
         return;

         // Read the user input
         var x = CrossPlatformInputManager.GetAxis("Mouse X");
         var y = CrossPlatformInputManager.GetAxis("Mouse Y");

         // Adjust the look angle by an amount proportional to the turn speed and horizontal input.
         m_LookAngle += x*m_TurnSpeed;

         // Rotate the rig (the root object) around Y axis only:
         m_TransformTargetRot = Quaternion.Euler(0f, m_LookAngle, 0f);

         if (m_VerticalAutoReturn)
         {
             // For tilt input, we need to behave differently depending on whether we're using mouse or touch input:
             // on mobile, vertical input is directly mapped to tilt value, so it springs back automatically when the look input is released
             // we have to test whether above or below zero because we want to auto-return to zero even if min and max are not symmetrical.
             m_TiltAngle = y > 0 ? Mathf.Lerp(0, -m_TiltMin, y) : Mathf.Lerp(0, m_TiltMax, -y);
         }
         else
         {
             // on platforms with a mouse, we adjust the current angle based on Y mouse input and turn speed
             m_TiltAngle -= y*m_TurnSpeed;
             // and make sure the new value is within the tilt range
             m_TiltAngle = Mathf.Clamp(m_TiltAngle, -m_TiltMin, m_TiltMax);
         }

         // Tilt input around X is applied to the pivot (the child of this object)
         m_PivotTargetRot = Quaternion.Euler(m_TiltAngle, m_PivotEulers.y , m_PivotEulers.z);

         if (m_TurnSmoothing > 0)
         {
             m_Pivot.localRotation = Quaternion.Slerp(m_Pivot.localRotation, m_PivotTargetRot, m_TurnSmoothing * Time.deltaTime);
             transform.localRotation = Quaternion.Slerp(transform.localRotation, m_TransformTargetRot, m_TurnSmoothing * Time.deltaTime);
         }
         else
         {
             m_Pivot.localRotation = m_PivotTargetRot;
             transform.localRotation = m_TransformTargetRot;
         }
     }
 }

}

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