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Question by stuartiannaylor · Nov 02, 2019 at 11:16 PM · camera rotatecamera-lookcamera follow

Camera rotation on mouse input

Basically I have a camera behind a player and just want to rotate the x,y axis on the equivalent x,y movement of the mouse.

Prob showing my noobness here but why is z changing?

 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 
 public class MouseLook : MonoBehaviour
 {
     [SerializeField] private string mouseXInputName, mouseYInputName;
     [SerializeField] private float mouseSensitivity;
 
         private void LockCursor()
     {
         Cursor.lockState = CursorLockMode.Locked;
     }
 
     private void Update()
     {
         CameraRotation();
     }
 
     private void CameraRotation()
     {
         float mouseX = Input.GetAxis(mouseXInputName) * mouseSensitivity * Time.deltaTime;
         float mouseY = Input.GetAxis(mouseYInputName) * mouseSensitivity * Time.deltaTime;
 
         transform.Rotate(Vector3.left * mouseY);
         transform.Rotate(Vector3.up * mouseX);
     }
 
     
 }

A week with unity as been a great experience but I am still really struggling with scripting 3d space.

Maybe its me as I am trying to run before walking, but the above is just static parent camera and even then confused why is Z changing?

If I am going to run then what I am trying to do is :

Have a player follow cam behind the player object that is the player point of view. So when I change the x,y position of the current world view I also pan back smoothly to get the player object in the middle by rotating the position around the player.

So maybe we better start with why is Z changing on my clunky hacked code? Lols wow my head is spinning more than my worldpoint :)

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