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Smooth Camera Movement script with problem.
Well, I seen an script to make camera move smoothly, but, it makes the character have problems to move, and I don't know why.
Here is the script:
 //Mouse rotation input
 private var rotationX : float = 0;
 private var rotationY : float = 0;
 
 //Mouse look sensitivity
 public var sensitivityX : float = 2;
 public var sensitivityY : float = 2;
 
 //Default mouse sensitivity
 public var defaultSensX : float = 2;
 public var defaultSensY : float = 2;
 
 //Used to calculate the rotation of this object
 private var xQuaternion : Quaternion;
 private var yQuaternion : Quaternion;
 private var originalRotation : Quaternion;
 
 //Minimum angle you can look up
 public var minimumY : float = -60;
 public var maximumY : float = 60;
 
 //Number of frames to be averaged, used for smoothing mouselook
 public var frameCounterX : int = 35;
 public var frameCounterY : int = 35;
 
 //Array of rotations to be averaged
 private var rotArrayX = new Array ();
 private var rotArrayY = new Array ();
 ///////////////////////////////////////////////////////
 
 function Start()
 {
 //Lock/Hide cursor
  Screen.lockCursor = true;
     if (rigidbody) rigidbody.freezeRotation = true;
      originalRotation = transform.localRotation;
 }
 ///////////////////////////////////////////////////////
 
 function Update()
 {
 //Mouse/Camera Movement Smoothing: 
 //Average rotationX for smooth mouselook
  var rotAverageX : float = 0;
  
  rotationX += Input.GetAxis("Mouse X") * sensitivityX;
  
     //Add the current rotation to the array, at the last position
     rotArrayX[rotArrayX.length] = rotationX;
 
     //Reached max number of steps?  Remove the oldest rotation from the array
     if (rotArrayX.length >= frameCounterX) 
     {
         rotArrayX.RemoveAt(0);
     }
 
     //Add all of these rotations together
     for (var i_counterX = 0; i_counterX < rotArrayX.length; i_counterX++) 
     { //Loop through the array
         rotAverageX += rotArrayX[i_counterX];
     }
 
     //Now divide by the number of rotations by the number of elements to get the average
     rotAverageX /= rotArrayX.length;
    
 //Average rotationY, same process as above
  var rotAverageY : float = 0; 
  rotationY += Input.GetAxis("Mouse Y") * sensitivityY; 
     rotArrayY[rotArrayY.length] = rotationY;
     if (rotArrayY.length >= frameCounterY) 
     {
         rotArrayY.RemoveAt(0);
     }
     for (var i_counterY = 0; i_counterY < rotArrayY.length; i_counterY++) 
     {
         rotAverageY += rotArrayY[i_counterY];
     }
     rotAverageY /= rotArrayY.length;
 
 //Set Rotation Limits for vertical    
 //    if ((rotAverageY >= -360) && (rotAverageY <= 360))
 //    {
 //        rotAverageY = Mathf.Clamp (rotAverageY, minimumY, maximumY);
 //    }
 //    else if (rotAverageY < -360)
 //    { 
 //        rotAverageY = Mathf.Clamp (rotAverageY+360, minimumY, maximumY);
 //    }
 //    else
 //    {
 //        rotAverageY = Mathf.Clamp (rotAverageY-360, minimumY, maximumY);
 //    }
 
 //Apply and rotate this object
     xQuaternion = Quaternion.AngleAxis (rotAverageX, Vector3.up);
     yQuaternion = Quaternion.AngleAxis (rotAverageY, Vector3.left);
 
     transform.localRotation = originalRotation * xQuaternion * yQuaternion;
 }
 
              
               Comment
              
 
               
              The FPS Controller already has camera control...I'm not sure, but I think above script is meant for third person...
Camera scripts should not affect the player's movement, maybe you should post your movement script.
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