- Home /
 
How does this first person camera script work?
I couldn't find a decent explanation for a beginner. I'm unsure about a lot of the math behind this script. It would help if someone can go through line by line starting from the Update() method.
 public class NewBehaviourScript : MonoBehaviour
     {
         public enum RotationAxes { MouseXAndY = 0, MouseX = 1, MouseY = 2 }
         public RotationAxes axes = RotationAxes.MouseXAndY;
         public float sensitivityX = 5F;
         public float sensitivityY = 5F;
         public float minimumX = -360F;
         public float maximumX = 360F;
         public float minimumY = -60F;
         public float maximumY = 60F;
         float rotationY = 0F;
         private Rigidbody rb;
         void Start()
         {
             if (rb)
                 rb.freezeRotation = true;
 
         }
         void Update()
         {
             if (axes == RotationAxes.MouseXAndY)
             {
                 float rotationX = transform.localEulerAngles.y + Input.GetAxis("Mouse X") * sensitivityX;
 
                 rotationY += Input.GetAxis("Mouse Y") * sensitivityY;
                 rotationY = Mathf.Clamp(rotationY, minimumY, maximumY);
 
                 transform.localEulerAngles = new Vector3(-rotationY, rotationX, 0);
             }
             else if (axes == RotationAxes.MouseX)
             {
                 transform.Rotate(0, Input.GetAxis("Mouse X") * sensitivityX, 0);
             }
             else
             {
                 rotationY += Input.GetAxis("Mouse Y") * sensitivityY;
                 rotationY = Mathf.Clamp(rotationY, minimumY, maximumY);
 
                 transform.localEulerAngles = new Vector3(-rotationY, transform.localEulerAngles.y, 0);
             }
         }
     }
 
              
               Comment
              
 
               
              Your answer
 
             Follow this Question
Related Questions
How do I properly rotate an FPS camera with a joystick? 1 Answer
Rotating a camera that is already rotated on Z axis 0 Answers
Platformer game level rotation 0 Answers
Storing camera angles for a FPS -1 Answers