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Implement a "FreeLook view"
Hi, i would customize this script that is a simple mouse look+smoothing. I'm trying to add a freelook view which allow me to look around world when i press a Button.
using UnityEngine;
// Very simple smooth mouselook modifier for the MainCamera in Unity
// by Francis R. Griffiths-Keam - www.runningdimensions.com
[AddComponentMenu("Camera/Simple Smooth Mouse Look ")]
public class SimpleSmoothMouseLook : MonoBehaviour
{
Vector2 _mouseAbsolute;
Vector2 _smoothMouse;
public Vector2 clampInDegrees = new Vector2(360, 180);
public bool lockCursor;
public Vector2 sensitivity = new Vector2(2, 2);
public Vector2 smoothing = new Vector2(3, 3);
public Vector2 targetDirection;
public Vector2 targetCharacterDirection;
// Assign this if there's a parent object controlling motion, such as a Character Controller.
// Yaw rotation will affect this object instead of the camera if set.
public GameObject characterBody;
void Start()
{
// Set target direction to the camera's initial orientation.
targetDirection = transform.localRotation.eulerAngles;
// Set target direction for the character body to its inital state.
if (characterBody) targetCharacterDirection = characterBody.transform.localRotation.eulerAngles;
}
void Update()
{
// Ensure the cursor is always locked when set
Screen.lockCursor = lockCursor;
// Allow the script to clamp based on a desired target value.
var targetOrientation = Quaternion.Euler(targetDirection);
var targetCharacterOrientation = Quaternion.Euler(targetCharacterDirection);
// Get raw mouse input for a cleaner reading on more sensitive mice.
var mouseDelta = new Vector2(Input.GetAxisRaw("Mouse X"), Input.GetAxisRaw("Mouse Y"));
// Scale input against the sensitivity setting and multiply that against the smoothing value.
mouseDelta = Vector2.Scale(mouseDelta, new Vector2(sensitivity.x * smoothing.x, sensitivity.y * smoothing.y));
// Interpolate mouse movement over time to apply smoothing delta.
_smoothMouse.x = Mathf.Lerp(_smoothMouse.x, mouseDelta.x, 1f / smoothing.x);
_smoothMouse.y = Mathf.Lerp(_smoothMouse.y, mouseDelta.y, 1f / smoothing.y);
// Find the absolute mouse movement value from point zero.
_mouseAbsolute += _smoothMouse;
// Clamp and apply the local x value first, so as not to be affected by world transforms.
if (clampInDegrees.x < 360)
_mouseAbsolute.x = Mathf.Clamp(_mouseAbsolute.x, -clampInDegrees.x * 0.5f, clampInDegrees.x * 0.5f);
var xRotation = Quaternion.AngleAxis(-_mouseAbsolute.y, targetOrientation * Vector3.right);
transform.localRotation = xRotation;
// Then clamp and apply the global y value.
if (clampInDegrees.y < 360)
_mouseAbsolute.y = Mathf.Clamp(_mouseAbsolute.y, -clampInDegrees.y * 0.5f, clampInDegrees.y * 0.5f);
transform.localRotation *= targetOrientation;
// If there's a character body that acts as a parent to the camera
if (characterBody)
{
var yRotation = Quaternion.AngleAxis(_mouseAbsolute.x, characterBody.transform.up);
characterBody.transform.localRotation = yRotation;
characterBody.transform.localRotation *= targetCharacterOrientation;
}
else
{
var yRotation = Quaternion.AngleAxis(_mouseAbsolute.x, transform.InverseTransformDirection(Vector3.up));
transform.localRotation *= yRotation;
}
}
}
So, how i can implement a free look view?
It is a free script from community... What's the problem? As asked from the creator of this script i have leaved the credits. I'm working on this script from 4 days (i'm new to unity), and i think that my "code" make this script confused. Then, I'm bored of your type of person because if my question was "What is a freelook view"? your answer was "Google is your friend". Let me answer you. A free Look view is a type of view that allow you to look around world, keeping the player to go forward without change direction. I can see 90degrees left and 90degrees right.
So in non-freelookview i can see up and down and i can turn player with the X mouse axis. In freelookview i can see up and down and i can't turn player along X axis but, i can rotate camera along X axis
Given the script is from the Wiki, I back off the copyright issue.
I'm bored of your type of person because if my question was "What is a freelook view"? your answer was "Google is your friend".
I only refer people to Google when the answer is prevalent...a basic question, with multiple answers found on the first Google page. I did a search for 'what is a freelook view', and had to go through three pages to find an answer. For anyone else like me who doesn't have a concrete definition of a 'freelook view':
http://doom.wikia.com/wiki/Free_look
Note I did not close your question. But as it stands right now, the only way I see this question being answered is someone writes a 'freelook' script for you, and that is not what Unity Answers is all about. UA addresses single specific technical questions to help you write your own code.
So, how i can implement a free look view?
Not
So, who can write a free look view for me?
However, never $$anonymous$$d robertbu. If someone understand this question he can aswers. Thanks
Answer by Fornoreason1000 · May 20, 2014 at 10:22 AM
try reading what the script does at certain points... a good way to learn is from others scripts,
At first i struggled with character movement physics and hated character motor and the other standard scripts, character motor and 3rd person character is what i went on i basically wrote a C# duplicate of it and understood how it uses a technical plane and all the angles used to create what it was.
I then started using those methods in my own way to create a Dark Souls style camera and motor script. Anyway enough story time and now its coding time
based of the scripts variable names and function i can see line 72 and line 73 moving your character. any try experimenting
add a condition the cancels out the movement of the character when you press a button.
bool freelook = false
//update
if (Input.GetKeyDown("space"))
freelook = !freelook ;
}
//lines 70+
if (characterBody && !freelook)
{
var yRotation = Quaternion.AngleAxis(_mouseAbsolute.x, characterBody.transform.up);
characterBody.transform.localRotation = yRotation;
characterBody.transform.localRotation *= targetCharacterOrientation;
}
give that a whirl. if it works it works, if it doesn't it doesnt, if it glitches... oh the glitches!!
I have written my own. Here but i stiil have a problem. If u see the last line
transform.parent.transform.Rotate(0, Input.GetAxis("$$anonymous$$ouse X") * sensitivity , 0);
there isn't a smooth rotation. becease the previous line allow me to reposition the camere to match the player direction and align to zero on Y Axis
$$anonymous$$aybe i need a function that allow me to wait the smoothdamp interpolation to finisch?
not sure why you want to smooth out the rotation on the free look, reason being the user will will want instantaneous responses when looking around.
I don't know just from your description you want free look to be just as the same as mouse look without character movements, right? if so my code should work if my theory on this script is correct