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Question by top2323 · Jun 24, 2018 at 03:19 AM · quaternionmouselooksmoothing

Slerping screenshake

Hey there

I have a mouselook script. I pass a quaternion to it, representing an amount to shake the camera by.

I can make the camera shake jaggedly, and this works perfectly, but that's no fun. I want it to slerp towards the offset so it's smoother and not as jarring.

 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 
 public class MouseLook : MonoBehaviour {
 
     Vector2 mouseLook;
     Vector2 smoothV;
 
     public float sensitivity = 5;
     public float smoothing = 2;
     public float minView = -90;
     public float maxView = 90;
 
     GameObject character;
 
     // Use this for initialization
     void Start () {
         character = this.transform.parent.gameObject;
     }
     
     // Update is called once per frame
     void Update () {
 
 
 
         if (Input.GetButtonDown("Submit"))
         {
 
             if (Cursor.lockState == CursorLockMode.None)
             {
                 Cursor.lockState = CursorLockMode.Locked;
                 Cursor.visible = false;
             }
             else
             {
                 Cursor.lockState = CursorLockMode.None;
                 Cursor.visible = true;
             }
         }
         if (Input.GetButton("Cancel"))
             Application.Quit();
     }
 
     public void RotateCam (Quaternion ctargetRotation)
     {
         var md = new Vector2(Input.GetAxisRaw("Mouse X"), Input.GetAxisRaw("Mouse Y"));
 
         md = Vector2.Scale(md, new Vector2(sensitivity * smoothing, sensitivity * smoothing));
         smoothV.x = Mathf.Lerp(smoothV.x, md.x, 1f / smoothing);
         smoothV.y = Mathf.Lerp(smoothV.y, md.y, 1f / smoothing);
         mouseLook += smoothV;
 
         mouseLook.y = Mathf.Clamp(mouseLook.y, minView, maxView);
 
         transform.localRotation = Quaternion.Slerp(Quaternion.AngleAxis(-mouseLook.y, Vector3.right), ctargetRotation, 0.5f); 
         character.transform.rotation = Quaternion.AngleAxis(mouseLook.x, character.transform.up);
     }
 }

As you can see, first the function rotates up/down, then it rotates the parent (which the camera is parented to) left/right. You can ignore the smoothing variable, it is set to 1.

The above script is almost there, but up/down movement is slowed down and has strange rotation locks at about +/- 60 degrees. I need help. Any better ways to do this?

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