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Question by 09millarda · Apr 27, 2012 at 04:58 PM · fpsmousecopy

FPS MouseScript

Can you please give me a copy of the FPSMouseScript for a unity first person shooter.

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Answer by Lo0NuhtiK · Apr 27, 2012 at 05:03 PM

MouseLook.cs (Unity3d)

using UnityEngine; using System.Collections;

/// MouseLook rotates the transform based on the mouse delta. /// Minimum and Maximum values can be used to constrain the possible rotation

/// To make an FPS style character: /// - Create a capsule. /// - Add the MouseLook script to the capsule. /// -> Set the mouse look to use LookX. (You want to only turn character but not tilt it) /// - Add FPSInputController script to the capsule /// -> A CharacterMotor and a CharacterController component will be automatically added.

/// - Create a camera. Make the camera a child of the capsule. Reset it's transform. /// - Add a MouseLook script to the camera. /// -> Set the mouse look to use LookY. (You want the camera to tilt up and down like a head. The character already turns.) [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 rotationY = 0F;

 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);
     }
 }
 
 void Start ()
 {
     // Make the rigid body not change rotation
     if (rigidbody)
         rigidbody.freezeRotation = true;
 }

}

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Answer by MysticInteractive · Oct 12, 2018 at 05:51 PM

Hi. I have tried this. Everything else is fine but the only thing is, the Rigidbody part of the code comes up as an error for me.

Severity Code Description Project File Line Suppression State Error CS0619 'Component.rigidbody' is obsolete: 'Property rigidbody has been deprecated. Use GetComponent() instead. (UnityUpgradable)' Assembly-CSharp E:\Unity Projects\InfinityWrathGame\Assets\Scripts\PlayerController.cs 35 Active Error CS0619 'Component.rigidbody' is obsolete: 'Property rigidbody has been deprecated. Use GetComponent() instead. (UnityUpgradable)' Assembly-CSharp E:\Unity Projects\InfinityWrathGame\Assets\Scripts\PlayerController.cs 34 Active Error CS1061 'Component' does not contain a definition for 'freezeRotation' and no accessible extension method 'freezeRotation' accepting a first argument of type 'Component' could be found (are you missing a using directive or an assembly reference?) Assembly-CSharp E:\Unity Projects\InfinityWrathGame\Assets\Scripts\PlayerController.cs 35 Active

Any idea why this may be? Thanks

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avatar image DudeItsMarck · Oct 16, 2018 at 08:44 AM 0
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Did you declare your rigidbody? before the if statement in the start method, try adding rigidbody = GetComponent<Rigidbody>();

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Answer by netrelease1 · Sep 06, 2021 at 11:24 AM

o make an FPS controller, follow the steps below:

Create a new Game Object (GameObject -> Create Empty) and name it "FPSPlayer" Create new Capsule (GameObject -> 3D Object -> Capsule) and move it inside "FPSPlayer" Object Remove Capsule Collider component from Capsule and change its position to (0, 1, 0) Move the Main Camera inside the "FPSPlayer" Object and change its position to (0, 1.64, 0)

regards @sonia

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