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Question by babyjay521 · Feb 21, 2012 at 08:40 AM · mouse look

Explaining A Mouse Look Script

I recently found a Mouse Look Script online that works perfectly fine. However, rather than just copying and pasting, then dragging and dropping, I was wondering if there was anyone who could explain this script line for line. Much thanks in advance!

Here's the script: @script AddComponentMenu ("Camera-Control/Mouse Look") enum RotationAxes { MouseXAndY = 0, MouseX = 1, MouseY = 2 } var axes = RotationAxes.MouseXAndY; var sensitivityX : float = 15; var sensitivityY : float = 15;

var minimumX : float = -360; var maximumX : float = 360;

var minimumY : float = -60; var maximumY : float = 60;

var rotationX : float = 0; var rotationY : float = 0;

private var originalRotation : Quaternion;

function Update () { if (axes == RotationAxes.MouseXAndY) { rotationX += Input.GetAxis("Mouse X") sensitivityX; rotationY += Input.GetAxis("Mouse Y") sensitivityY;

     rotationX = ClampAngle (rotationX, minimumX, maximumX);
     rotationY = ClampAngle (rotationY, minimumY, maximumY);
     
     var xQuaternion = Quaternion.AngleAxis (rotationX, Vector3.up);
     var 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);

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

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

}

function Start () { if (rigidbody) rigidbody.freezeRotation = true; originalRotation = transform.localRotation; }

static function ClampAngle (angle : float, min : float, max : float) : float { if (angle < -360.0) angle += 360.0; if (angle > 360.0) angle -= 360.0; return Mathf.Clamp (angle, min, max);

}

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Answer by Berenger · Feb 21, 2012 at 10:16 PM

I don't know about line by line, but here is the idea :

  • Get the mouse input.

  • Clamp the angle between a min and a max. ( Basically, when you look up, it blocks from going upside down )

  • Creating the rotation made by that input.

  • Affecting the rotation the object.

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avatar image WiredVision · Feb 21, 2012 at 11:25 PM 0
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By "mouse input" do you mean the location of the mouse?

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