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Question by ttroenigk · Aug 03, 2020 at 11:25 AM · c#cameracamera rotatecamera-lookinput.getaxis

Help My camera rotation script when a player hits a wall or game object it goes crazy. How can i change it to prevent this.

 public class CameraController : MonoBehaviour
 {
     public Transform target;
     public Vector3 offset;
     public float turnSpeed = 4.0f;
     //public float rotateSpeed;
     public Transform pivot;
 
     // Start is called before the first frame update
     void Start()
     {
       
           offset = target.position - transform.position;
        
         pivot.transform.position = target.transform.position;
         pivot.transform.parent = target.transform;
 
     }
 
     // Update is called once per frame
     void Update()
     {
         float horizontal = Input.GetAxis("Mouse X") * turnSpeed;
 
         float vertical = Input.GetAxis("Mouse Y") * turnSpeed;
 
         if (pivot.rotation.eulerAngles.x > 45f && pivot.rotation.eulerAngles.x < 180f)
         {
             pivot.rotation = Quaternion.Euler(45f, 0, 0);
         }
 
         if (pivot.rotation.eulerAngles.x > 180 && pivot.rotation.eulerAngles.x < 315f)
         {
             pivot.rotation = Quaternion.Euler(315f, 0, 0);
         }
 
         float desiredYAngle = target.eulerAngles.y;
         float desiredXAngle = pivot.eulerAngles.x;
 
         Quaternion rotation = Quaternion.Euler(desiredXAngle, desiredYAngle, 0);
         transform.position = target.position - (rotation * offset);
 
 
         //transform.position = target.position - offset;
         transform.LookAt(target);
         if (Input.GetMouseButton(1))
         {
             //offset = Quaternion.AngleAxis(Input.GetAxis("Mouse X") * turnSpeed, Vector3.up) * offset;
             target.Rotate(0, horizontal, 0);
             pivot.Rotate(-vertical, 0, 0);
 
 
             if (transform.position.y < target.position.y)
             {
                 transform.position = new Vector3(transform.position.x, target.position.y, transform.position.z);
             }
 
         }
 
 
     }
 }


camera code above

 public class PlayerMovement : MonoBehaviour
 {
     public float moveSpeed;
     public Rigidbody rb;
     public float jumpForce;
     public int jumpNumber;
     public int currentJumpNumber;
 
     public Vector3 moveDirection;
 
     // Start is called before the first frame update
     void Start()
     {
         rb = GetComponent<Rigidbody>();
         
     }
 
     public bool isGrounded = false;
     // Update is called once per frame
     void Update()
     {
         //rb.velocity = new Vector3(Input.GetAxis("Horizontal") * moveSpeed, rb.velocity.y, Input.GetAxis("Vertical") * moveSpeed);
 
         //float yStore = moveDirection.y;
         moveDirection = (transform.forward * Input.GetAxis("Vertical"))+(transform.right*Input.GetAxis("Horizontal"));
         moveDirection = moveDirection.normalized*moveSpeed;
         //moveDirection.y=yStore;
 
         isGrounded = Physics.Raycast(transform.position, Vector3.down, distanceToGround);
         if (rb.velocity.y <= 0 && isGrounded)
         {
             currentJumpNumber = 0;
         }
 
         if (Input.GetButtonDown("Jump")&&currentJumpNumber<jumpNumber)
         {
             
             rb.velocity = new Vector3(rb.velocity.x, jumpForce, rb.velocity.z);
             currentJumpNumber++;
 
         }
 
         
         rb.MovePosition(rb.position + moveDirection*Time.deltaTime);
 
 
     }
     
 
     public float distanceToGround = 0.5f;
 
     //bool IsGrounded()
     //{
         //return Physics.Raycast(transform.position, Vector3.down, distanceToGround);
     //}
 }


player movement above

so when I hit a object the camera goes crazy. this works perfectly otherwise. if i can get my current camera update part edited and or the player movement move direction edited so it doesn't do this behavior i'd appreciate it. been trying for 2-3 days cant find a working way to do it

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