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Euler makes my look script stop...
Hi!
When I use this code for assigning the rotation of my player the look script lags very heavy:
#pragma strict
var cameraObject :GameObject;
function Update () {
transform.rotation = Quaternion.Euler(0, cameraObject.GetComponent(look).yRotation, 0);
}
My look script:
var lookSensivity :float = 5;
@HideInInspector
var yRotation :float;
@HideInInspector
var xRotation :float;
@HideInInspector
var currentYRotation :float;
@HideInInspector
var currentXRotation :float;
@HideInInspector
var yRotationV :float;
@HideInInspector
var xRotationV :float;
var lookSmoothDamp :float = 0.1;
var invert :boolean;
var showCursor :boolean;
function Update(){
yRotation += Input.GetAxis("Mouse X") * lookSensivity;
if(invert)
xRotation += Input.GetAxis("Mouse Y") * lookSensivity;
else
xRotation += Input.GetAxis("Mouse Y") * lookSensivity * -1;
xRotation = Mathf.Clamp(xRotation, -90, 90);
currentXRotation = Mathf.SmoothDamp(currentXRotation, xRotation, xRotationV, lookSmoothDamp);
currentYRotation = Mathf.SmoothDamp(currentYRotation, yRotation, yRotationV, lookSmoothDamp);
transform.rotation = Quaternion.Euler(xRotation, yRotation, 0);
if(showCursor != true)
Screen.showCursor = false;
else
Screen.showCursor = true;
Screen.lockCursor = true;
}
Can you help me how to fix this?
Answer by whydoidoit · Jan 31, 2013 at 06:10 PM
Shouldn't you be using the currentXRotation etc in the transform.rotation line?
transform.rotation = Quaternion.Euler(currentXRotation, currentYRotation, 0);
Now sure whether all the cursor stuff is necessary every frame, otherwise it looks ok. When you say lagging, do you mean the stats is giving you a low FPS?
yes normaly it is like you said but I already changed it to see wheather this was the reason. But it doesn't matter. No it doesnt lag but the camera is too fast, to slow... Just like if there was a collider somewhere between.
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