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Question by foxes1234 · Apr 04, 2020 at 11:57 AM · 1st person

Looking Up/Down,looking up/down

I cant figure out how to make my camera look up and down but it can look left/right

Heres the script

using UnityEngine; using System.Collections;

/// MouseLook rotates the transform based on the mouse delta. /// Minimum and Maximum values can be used to constrain the possible rotation

/// To make an FPS style character: /// - Create a capsule. /// - Add a rigid body to the capsule /// - Add the MouseLook script to the capsule. /// -> Set the mouse look to use LookX. (You want to only turn character but not tilt it) /// - Add FPSWalker script to the capsule

/// - Create a camera. Make the camera a child of the capsule. Reset it's transform. /// - Add a MouseLook script to the camera. /// -> Set the mouse look to use LookY. (You want the camera to tilt up and down like a head. The character already turns.) [AddComponentMenu("Camera-Control/Mouse Look")] public class MouseLook : MonoBehaviour {

 public enum RotationAxes { MouseXAndY = 0, MouseX = 1, MouseY = 2 }
 public RotationAxes axes = RotationAxes.MouseXAndY;
 public float sensitivityX = 15F;
 public float sensitivityY = 15F;

 public float minimumX = -360F;
 public float maximumX = 360F;

 public float minimumY = -60F;
 public float maximumY = 60F;

 float rotationX = 0F;
 float rotationY = 0F;

 Quaternion originalRotation;

 void Update()
 {
     if (axes == RotationAxes.MouseXAndY)
     {
         // Read the mouse input axis
         rotationX += Input.GetAxis("Mouse X") * sensitivityX;
         rotationY += Input.GetAxis("Mouse Y") * sensitivityY;

         rotationX = ClampAngle(rotationX, minimumX, maximumX);
         rotationY = ClampAngle(rotationY, minimumY, maximumY);

         Quaternion xQuaternion = Quaternion.AngleAxis(rotationX, Vector3.up);
         Quaternion yQuaternion = Quaternion.AngleAxis(rotationY, Vector3.left);

         transform.localRotation = originalRotation * xQuaternion * yQuaternion;
     }
     else if (axes == RotationAxes.MouseX)
     {
         rotationX += Input.GetAxis("Mouse X") * sensitivityX;
         rotationX = ClampAngle(rotationX, minimumX, maximumX);

         Quaternion xQuaternion = Quaternion.AngleAxis(rotationX, Vector3.up);
         transform.localRotation = originalRotation * xQuaternion;
     }
     else
     {
         rotationY += Input.GetAxis("Mouse Y") * sensitivityY;
         rotationY = ClampAngle(rotationY, minimumY, maximumY);

         Quaternion yQuaternion = Quaternion.AngleAxis(rotationY, Vector3.left);
         transform.localRotation = originalRotation * yQuaternion;
     }
 }

 void Start()
 {
     // Make the rigid body not change rotation
     if (GetComponent<Rigidbody>())
         GetComponent<Rigidbody>().freezeRotation = true;
     originalRotation = transform.localRotation;
 }

 public static float ClampAngle(float angle, float min, float max)
 {
     if (angle < -360F)
         angle += 360F;
     if (angle > 360F)
         angle -= 360F;
     return Mathf.Clamp(angle, min, max);
 }

}

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