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Question by DioVoid · Jul 02, 2014 at 08:54 PM · c#inputmousecamera-look

C# Mouse Look (Input.GetAxis("MouseX&Y"))

Hello. I would like to know, how to replace "Input.GetAxis("MouseX")" and "Input.GetAxis("MouseY")" in C#. I do not want to use those Axises. I want to know how to detect mouse movement in X & Y directions. I tried "mousePosition", but it gives me not more, than the position of the mouse. I need movement(Up or Down, Right or Left). For excample: Input.GetAxis("Horisontal") can be changed to Input.GetKey(KeyCode.A) & Input.GetKey(KeyCode.D). Trying to make Mouse Look C# script, without "Input.GetAxis("MouseX")" and "Input.GetAxis("MouseY")". Simiular to this one:

 using UnityEngine;
 using System.Collections;
 
 public class Cam2 : 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)
         {
             // Read the mouse input axis
             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.right);
             
             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.right);
             transform.localRotation = originalRotation * yQuaternion;
         }
     }
     
     void Start ()
     {
         // Make the rigid body not change rotation
         if (rigidbody)
             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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avatar image rutter · Jul 02, 2014 at 06:08 PM 0
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If you want, you could track Input.mousePosition from one frame to the next, and compare the results. That may have problems around the edge of the screen.

Really, though, checking the named axis is the recommended way of doing this. Is there some specific reason that's not working for you?

avatar image tebandesade · Jul 02, 2014 at 09:22 PM 0
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You can always check information regarding Input here http://docs.unity3d.com/$$anonymous$$anual/ConventionalGameInput.html

avatar image Kiwasi · Jul 02, 2014 at 09:32 PM 0
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And why? Clarification on why might help us point you in the right direction.

avatar image DioVoid · Jul 03, 2014 at 09:10 AM 0
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It is working fine with the "GetAxis", I just hate it. I prefer to write everything in scripts, and not to use those Input.GetAxises.

avatar image TehKingPenguin · May 25, 2015 at 06:01 AM 0
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Right thanks, Ill see if I can change that

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