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Question by Yves · Sep 24, 2010 at 01:47 PM · navigationmouselook

MouseLook script using Input.GetKeyDown(KeyCode.Mouse0)) not working anymore

The MouseLook script was working great in our model until we needed to modify it with adding a check on the status of the mouse0 and see if it is down to be able to navigate but if it is not down, then there is no navigation possible using the mouse. This is to avoid having the screen moving out of control at start up. It did work on a test model with the same code but in a different scene, but moving the script on the new model results in that the mouse does not work anymore, only the arrows or WADS keys are ok and working. I attach the script here but having looked across the forum, wiki and on the web, I cannot find out why keeping the mouse down stop the script to work? Using Debug.Log I can see that the test on the mouse0 works, but then it skips the part of the axes. Also it does not seem to be testing the mouse status at each frame? Is this the cause but I cannot see why? If somebody can help here Thanks

yves

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 a rigid body to the 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 FPSWalker script to the capsule

/// - 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 rotationX = 0F; float rotationY = 0F;

Quaternion originalRotation;

void Update () { if(Input.GetKeyDown(KeyCode.Mouse0)); {

 Debug.Log("Mouse down");

 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.left);

     transform.localRotation = originalRotation * xQuaternion * yQuaternion;
                 Debug.Log("axes rotation " + rotationX);
 }
 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;
                                 Debug.Log("axes rotation " + sensitivityX);
 }
 else
 {
     rotationY += Input.GetAxis("Mouse Y") * sensitivityY;
     rotationY = ClampAngle (rotationY, minimumY, maximumY);

     Quaternion yQuaternion = Quaternion.AngleAxis (rotationY, Vector3.left);
     transform.localRotation = originalRotation * yQuaternion;
                                 Debug.Log("axes rotation " + rotationY);
 }
 }

}

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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Answer by skovacs1 · Sep 24, 2010 at 02:30 PM

Your description is in contradiction with the problem. If you were using this script, the look control would only ever take effect on the first frame mouse0 is held down and so it wouldn't have worked in a test or anything if you expected your look controls to only be active when the mouse0 is held down.

Input.GetKeyDown returns true only on the first frame the key is held down.

The function that returns true every frame the key is held down is Input.GetKey.

Please refer to the docs for functions that you are using.

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