Issue with wave-like motion when rotating with mouse input
I have encountered a rather odd issue with my program.
(To the moderators, I'm not sure if this is in the right space, if it isn't, please do move it)
The setup:
In my scene, I have a GameObject which I have set as my player/character for this game. The player/character has a child GameObject, which is a cube, which represents the head, and is a child via the hierarchy. It also has a body for the character(both of these are just children of the main children/character).
When I move the mouse, rotation of the head should follow where the mouse is(the mouse is hidden, so it relies on mouse input). If the movement around the y-axis is larger than a set amount, the body of the character should turn as well. I have this all working fine.
The problem occurs with the actual movement. In certain circumstances, it will create a wave-like movement, while still following the mouse
Ie. if I move the mouse vertically, then back to being "flat", then move it horizontally(without any y-movement), it will create a wave movement horizontally. The same occurs with the other rotation, where if I move the mouse horizontally first, then move it up and down, it will create a wave, but only in the up/down movement.
Gyazo for GIF demonstrating issue
In the GIF above, I move the mouse slightly upwards, then left and right. The "wave-like" movement can clearly be seen, as it moves to the left, and to the right.
This is my code:
void moveView()
{
//This method is called every Update(), after a method that locks the cursor using
//Cursor.lockState = CursorLockMode.Locked, then sets it to Cursor.visible = false;
//Here are the raw inputs, the sensitivities are ySen and xSen, and are public floats.
toRotOnY = Input.GetAxisRaw("Mouse X") * xSen;
toRotOnX = Input.GetAxisRaw("Mouse Y") * ySen;
//I think its here, but I'm not sure exactly what the *= operator does to Quaternions. Also, the init values are set in Start()
targetRotHead *= Quaternion.Euler(-toRotOnX, toRotOnY, 0f);
//The 0f in the Z feild is to lock rotation to x/y only.
//Should body rotate to match head?
if (this.transform.eulerAngles.y >= targetRotHead.eulerAngles.y + 10 || this.transform.eulerAngles.y <= targetRotHead.eulerAngles.y - 10)
{
//If the body should rotate, do it here
this.transform.rotation = Quaternion.Slerp(this.transform.rotation, Quaternion.Euler(0f, targetRotHead.eulerAngles.y, 0f), moveSpeed);
}
//Rotate to the wanted rotation
//moveSpeed is a float which dictates the smoothing.
headWithCamera.transform.rotation = Quaternion.Lerp(headWithCamera.transform.rotation, Quaternion.Euler(targetRotHead.eulerAngles.x, targetRotHead.eulerAngles.y, 0f), moveSpeed);
}
Hello!
I guess targetRotHead is a Quaternion storing the rotations of the head. You outlined a part of your script where you written: targetRotHead *= Quaternion.Euler(-toRotOnX, toRotOnY, 0f); I would not recommend multiplying Quaternions. Insted try to convert them to Euler angles and add the rotation to them, or just simply store them as a Vector3 rotation and translate them to Quaternion when needed.
@lewwwer Hey, I'm not overly knowledgable in quaternions/Euler angles as I am only a high school student. The majority of my knowledge comes from reading other scripts and research. $$anonymous$$ay I ask if you could give me an example of what you suggested?
Thanks!
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