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Question by christosalexandrou89 · Mar 14 at 04:37 PM · mouselook

How i can make my mouseLook smoother?

this is my code: using UnityEngine; using System.Collections;

 [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)
         {
             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 ()
     {
         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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