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Question by HumanMan_ · May 29, 2020 at 08:39 AM · rotationcamera rotate

I cant look sideways with this code.

I don't get why I cant look sideways? I can look up and down fine though. the code:

using System.Collections; using System.Collections.Generic; using UnityEngine;

public class MouseLook : MonoBehaviour {

 public float mouseSensetivity = 100f;

 public Transform playerbody;

 float xRotation = 0f;


 void Start()
 {
     Cursor.lockState = CursorLockMode.Locked;
 }


 void Update()
 {
     float mouseX = Input.GetAxis("Mouse X") * mouseSensetivity * Time.deltaTime;
     float mouseY = Input.GetAxis("Mouse Y") * mouseSensetivity * Time.deltaTime;

     xRotation -= mouseY;
     xRotation = Mathf.Clamp(xRotation, -90f, 90f);

     transform.localRotation = Quaternion.Euler(xRotation, 0f, 0f);
     playerbody.Rotate(Vector3.up * mouseX);

     
 }

}

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avatar image SteenPetersen · May 28, 2020 at 07:30 AM 0
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What are you trying to do with this Script? I am trying to reproduce your issue but I'm unsure what your goal is here.

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Answer by MenimalsEntertainment · May 30, 2020 at 05:41 AM

I'm not an expert in quaternions, so I may be totally wrong, but you could try using Euler angles instead. I have no idea if this will actually do anything, but you can read more here: https://docs.unity3d.com/ScriptReference/Transform-eulerAngles.html

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Answer by Eno-Khaon · May 30, 2020 at 07:37 AM

You've been applying your current-frame's yaw (horizontal) rotation rather than the total value.

 // This only applies your yaw for the current frame
 playerbody.Rotate(Vector3.up * mouseX);
 
 // You meant to use this:
 playerbody.Rotate(Vector3.up * xRotation);


As an added note, however, Mouse input is provided and generally expected on a per-frame basis. You don't need to multiply it by Time.deltaTime, since the framerate will inherently influence the value provided as input.

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