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               Question by 
               ibrahimarslan · Feb 10, 2012 at 09:37 PM · 
                charactercontrollermouselookconflict  
              
 
              MouseLook And CharacterController Script Conflict it !
Hi ! Mouse look problem is my character controller and Mouselook script conflict it.
This is my characterController rotation script
 private var horizx:float=0.0;
 var karakterDonusHizi:int=20;
     function Update () {
     horizx+=Input.GetAxis("Mouse X")*karakterDonusHizi*Time.deltaTime;
     transform.rotation.eulerAngles=Vector3(0,horizx,0);
     }
 
               and my MouseLook Script conflict to the character controller. Activate to aktifY And rotation y axis and off aktifX.I don't activated mousex , Conflict to controller..
 var aktifX=true;
 var aktifY=true;
 var mouseHiz:int=10;
 var smooth:float=2.0;
 var mouseXmin:int=-120;
 var mouseXmax:int=120;
 var mouseYmin:int=-60;
 var mouseYmax:int=60;
 
 
 private var horizx:float=0.0;
 private var horizy:float=0.0;
 
 
 var aktifX=true;
 var aktifY=true;
 var mouseHiz:int=10;
 var smooth:float=2.0;
 var mouseXmin:int=-120;
 var mouseXmax:int=120;
 var mouseYmin:int=-60;
 var mouseYmax:int=60;
 
 
 private var horizx:float=0.0;
 private var horizy:float=0.0;
 
 
 function Update () {
 
     if (aktifX==true && aktifY==true) {
         horizx+=Input.GetAxis("Mouse X")*mouseHiz*smooth*Time.deltaTime;
         horizx=Mathf.Clamp(horizx,mouseXmin,mouseXmax);
         
         horizy+=Input.GetAxis("Mouse Y")*mouseHiz*smooth*Time.deltaTime;
         horizy=Mathf.Clamp(horizy,mouseYmin,mouseYmax);
         
         
         transform.rotation.eulerAngles=Vector3(-horizy,horizx,0);
     
         
     }
     else if (aktifX==true){
         horizx+=Input.GetAxis("Mouse X")*mouseHiz*Time.deltaTime;
         horizx=Mathf.Clamp(horizx,mouseXmin,mouseXmax);
     
         transform.rotation.eulerAngles=Vector3(0,horizx,0);
         
     }
     
     else if (aktifY==true){
         horizy+=Input.GetAxis("Mouse Y")*mouseHiz*Time.deltaTime;
         horizy=Mathf.Clamp(horizy,mouseYmin,mouseYmax);
         transform.rotation.eulerAngles=Vector3(-horizy,0,0);
         
     }
 
 }
 
              
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