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Question by DeluxeIk0n · Aug 26, 2012 at 08:44 PM · fpsmouselook

FPS mouse look script error unity 3d. help!!!!

Hi. iv'e tried to create new FPS mouse look script but when i done it it shows me errors:

Assets/FPS Scripts/FpsMouselook.js(4,9): BCE0043: Unexpected token: var. Assets/FPS Scripts/FpsMouselook.js(52,52): BCE0043: Unexpected token: float. Assets/FPS Scripts/FpsMouselook.js(61,1): BCE0043: Unexpected token: .

FPS script info:

public enum RotationAxis {MouseX = 0, MouseY = 1

 var RotationAxisRotationXY = RotationAxis.MouseX || RotationAxis.MouseY; 

 //We are defining variables needed for our X axis motion. This will include   
 // sensivity and the minimun and maximum of the x axis rotation.    
 var sensitivityX : float = 400f;

 var minimumX : float = -360f;

 var maximumX : float = 360f;

 var RotationX : float = 0f;

 var OriginalRotation : Quaternion; 

 //Now lets set variables for the y axis so the player can look up and down
 //using the mouse.

 var RotationY : float = 0f;

 var minimumY : float = -25f;

 var maximumY : float = 25f;

 var sensitivityY : float = 400f;

function Update () {

if(RotationAxisRotationXY == RotationAxis.MouseX){

 RotationX += Input.GetAxis("Mouse X") * sensitivityX * Time.deltaTime;

     OriginalRotation = XQuaternion = Quaternion.AngleAxis (RotationX . Vector3.up);

      transform.localRotation = OriginalRotation * XQuaternion; 


     }
     if(RotationAxisRotationXY == RotationAxis.MouseY){

      RotationY -= Input.getAxis ("Mouse Y") * sensitivityY * Time.deltaTime;

          OriginalRotation = YQuartenion = Quaternion.AngleAxis (RotationY . Vector3.right);

           transform.localRotation = OriginalRotation * YQuaternion;
           }
    }    

static function ClampAngle (Angle, min, max) float {

can someone help???

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Answer by Dasherz · Aug 26, 2012 at 11:39 PM

I did that tutorial a while ago. Here is my code, I got it working also. edit: I only saved it so it would look with the Y axis, but you can just copy and paste and add in the X axis one.

     public enum RotationAxis {MouseY = 1}
          
          var RotationAxisRotationXY =  RotationAxis.MouseY;
          
  
          
                   
          var OriginalRotation : Quaternion;
          
     
         
          // Now lets set the variables for the y axis so the player can then look up and down
          // using the mouse.
          
          var RotationY : float = 0f;
          
          var minimumY : float;
          
          var maximumY : float;
          
          var sensitivityY : float = 400f;
          
          var cylinderZ : GameObject;
     
 function Start( )
 {
 minimumY = -75f;
 maximumY = -25f;
 }
 
 function Update () {
 
 //print("mouse Z" + Input.mousePosition.x + " cylinder Z" + cylinderZ.transform.position.x);
 
 if(Input.mousePosition.x >= cylinderZ.transform.position.x)
 {
 minimumY = 25f;
 maximumY = 75f;
 }
 if(Input.mousePosition.x <= cylinderZ.transform.position.x)
 {
 minimumY = -75f;
 maximumY = -25f;
 }
             if(RotationAxisRotationXY == RotationAxis.MouseY){
             
             RotationY -= Input.GetAxis ("Mouse Y") * sensitivityY * Time.deltaTime;
             
             RotationY = ClampAngle (RotationY, minimumY, maximumY);
             
             OriginalRotation = YQuaternion = Quaternion.AngleAxis (RotationY, Vector3.right);
             
             transform.localRotation = OriginalRotation * YQuaternion;
             
         
             
             }
         
            
 
     
          
 }
 
         
                 
     
     
     static function ClampAngle (Angle, min, max): float {
     
     
         if(Angle < -360){
         Angle += 360;
         
         }
         if(Angle > 360){
         
         Angle -= 360;
         }
         
         return Mathf.Clamp (Angle, min,max);
     }
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Answer by DeluxeIk0n · Aug 27, 2012 at 08:20 AM

Thx that really helps me alot :)

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