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Question by $$anonymous$$ · Oct 31, 2017 at 09:11 AM · movementmousefreeze

Mouse Look Freeze on Pause?

Hey can someone help me with freezing mouse look when I pause? I've looked at loads of posts but I don't understand them so ye. I'm using the original mouse look from the first person standard assets Unity comes with but I can't figure out how to freeze the looking around when selecting between 'continue' and 'quit'. I got a pause menu asset called Pause Controller (Picture included) and draged 'PauseController.prefab' into the Hierarchy and it works but I want the camera to stop looking around when selecting.

 using System;
 using UnityEngine;
 using UnityStandardAssets.CrossPlatformInput;
 
 namespace UnityStandardAssets.Characters.FirstPerson
 {
     [Serializable]
     public class MouseLook
     {
         public float XSensitivity = 2f;
         public float YSensitivity = 2f;
         public bool clampVerticalRotation = true;
         public float MinimumX = -90F;
         public float MaximumX = 90F;
         public bool smooth;
         public float smoothTime = 5f;
         public bool lockCursor = true;
 
 
         private Quaternion m_CharacterTargetRot;
         private Quaternion m_CameraTargetRot;
         private bool m_cursorIsLocked = true;
 
         public void Init(Transform character, Transform camera)
         {
             m_CharacterTargetRot = character.localRotation;
             m_CameraTargetRot = camera.localRotation;
         }
 
 
         public void LookRotation(Transform character, Transform camera)
         {
             float yRot = CrossPlatformInputManager.GetAxis("Mouse X") * XSensitivity;
             float xRot = CrossPlatformInputManager.GetAxis("Mouse Y") * YSensitivity;
 
             m_CharacterTargetRot *= Quaternion.Euler (0f, yRot, 0f);
             m_CameraTargetRot *= Quaternion.Euler (-xRot, 0f, 0f);
 
             if(clampVerticalRotation)
                 m_CameraTargetRot = ClampRotationAroundXAxis (m_CameraTargetRot);
 
             if(smooth)
             {
                 character.localRotation = Quaternion.Slerp (character.localRotation, m_CharacterTargetRot,
                     smoothTime * Time.deltaTime);
                 camera.localRotation = Quaternion.Slerp (camera.localRotation, m_CameraTargetRot,
                     smoothTime * Time.deltaTime);
             }
             else
             {
                 character.localRotation = m_CharacterTargetRot;
                 camera.localRotation = m_CameraTargetRot;
             }
 
             UpdateCursorLock();
         }
 
         public void SetCursorLock(bool value)
         {
             lockCursor = value;
             if(!lockCursor)
             {//we force unlock the cursor if the user disable the cursor locking helper
                 Cursor.lockState = CursorLockMode.None;
                 Cursor.visible = true;
             }
         }
 
         public void UpdateCursorLock()
         {
             //if the user set "lockCursor" we check & properly lock the cursos
             if (lockCursor)
                 InternalLockUpdate();
         }
 
         private void InternalLockUpdate()
         {
             if(Input.GetKeyUp(KeyCode.Escape))
             {
                 m_cursorIsLocked = false;
             }
             else if(Input.GetMouseButtonUp(0))
             {
                 m_cursorIsLocked = true;
             }
 
             if (m_cursorIsLocked)
             {
                 Cursor.lockState = CursorLockMode.Locked;
                 Cursor.visible = false;
             }
             else if (!m_cursorIsLocked)
             {
                 Cursor.lockState = CursorLockMode.None;
                 Cursor.visible = true;
             }
         }
 
         Quaternion ClampRotationAroundXAxis(Quaternion q)
         {
             q.x /= q.w;
             q.y /= q.w;
             q.z /= q.w;
             q.w = 1.0f;
 
             float angleX = 2.0f * Mathf.Rad2Deg * Mathf.Atan (q.x);
 
             angleX = Mathf.Clamp (angleX, MinimumX, MaximumX);
 
             q.x = Mathf.Tan (0.5f * Mathf.Deg2Rad * angleX);
 
             return q;
         }
 
     }
 }

][1]

Thanks in Regards :)

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avatar image $$anonymous$$ · Oct 31, 2017 at 09:12 AM 0
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Answer by AidanHorton · Oct 31, 2017 at 09:21 AM

Create a variable in the pause script which holds a reference to the 'mouselook' script, then when the game is paused, disable the script. Something like this:

 public MouseLook mouseLook;
 
 void OnPause() 
 {
     mouseLook.enabled = false;
 }
 
 void OnContinue()
 {
     mouseLook.enabled = true;
 }

Obviously the script will have its own pause and resume functions, so just stick the disable/enable methods in their respective functions and it should work fine.

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