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Question by Eeppi · Jan 03, 2013 at 04:21 PM · camerafpsmouselookrotating

Changing Z-Axis of camera

Hey, I'll post little part of my mouselook script (Basically mouselookplus, but little bit simpler):

 function Update(){
 Limiter();

 rotationZ = 180; // 180 is just for testing, but it's not working with any value    
 transform.localRotation = Quaternion.AngleAxis (rotationZ, Vector3.forward);

 if(Axis == Axes.MouseX){
 rotationX += Input.GetAxis("Mouse X") * sensitivity;
 transform.localRotation = Quaternion.AngleAxis (rotationX, Vector3.up);
 }

 if(Axis == Axes.MouseY){
 rotationY += Input.GetAxis("Mouse Y") * sensitivity;
 transform.localRotation = Quaternion.AngleAxis (rotationY, Vector3.left);
 }
 }

Why rotationZ isnt rotating Z axis? It works if I disable rotationX, but how I can get all 3 working at the same time?

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avatar image Eeppi · Jan 06, 2013 at 05:02 PM 0
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Thanks really much, I got it working, but one problem.. How I can make smoother mouse movement? Now it's really cheesy, not good at all :/.

EDIT: I fixed it! I just had to make 2 scripts, one for camera and one for player model. Thanks so much!

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Answer by AlucardJay · Jan 06, 2013 at 11:57 AM

Quaternion.AngleAxis only calculates one angle, and resets the others. For example, from the API : http://docs.unity3d.com/Documentation/ScriptReference/Quaternion.AngleAxis.html

 transform.rotation = Quaternion.AngleAxis(30, Vector3.up);

this will set the rotations thus :

 x = 0;
 y = 30;
 z = 0;

What you need to do is construct a quaternion that holds the values for x and z, then apply that to transform.rotation

 var rotAngle : Quaternion = Quaternion.Euler( rotationY, rotationX, 0.0 );
 transform.rotation = rotAngle;
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