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Question by firejerm · Jan 17, 2013 at 10:55 PM · camerarotationmovementsnapslide

camera slides and bounces while moving C#

I am using a mouselook script to control the camera. I use another script to "walk" the camera front and back but if i walk when the camera is not centered it still slides along the floor. I am not using a player script or tag and really dont want to. any suggestions to keep cam from sliding? I was thinking of making camera view snap back to center, but everything i do stops the whole script from working right.

Camera is rigidbody with box collider, set to use wood physic material. (script dont work without phys mat)

 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 the MouseLook script to the capsule.
 ///   -> Set the mouse look to use LookX. (You want to only turn character but not tilt it)
 /// - Add FPSInputController script to the capsule
 ///   -> A CharacterMotor and a CharacterController component will be automatically added.
 
 /// - 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 rotationY = 0F;
 
     void Update ()
     {
         if(Input.GetButton ("Fire1")){
         if (axes == RotationAxes.MouseXAndY)
         {
             float rotationX = transform.localEulerAngles.y + Input.GetAxis("Mouse X") * sensitivityX;
             
             rotationY += Input.GetAxis("Mouse Y") * sensitivityY;
             rotationY = Mathf.Clamp (rotationY, minimumY, maximumY);
             
             transform.localEulerAngles = new Vector3(-rotationY, rotationX, 0);
         }
         else if (axes == RotationAxes.MouseX)
         {
             transform.Rotate(0, Input.GetAxis("Mouse X") * sensitivityX, 0);
         }
         else
         {
             rotationY += Input.GetAxis("Mouse Y") * sensitivityY;
             rotationY = Mathf.Clamp (rotationY, minimumY, maximumY);
             
             transform.localEulerAngles = new Vector3(-rotationY, transform.localEulerAngles.y, 0);
         }
     }
 }
     
     void Start ()
     {
         // Make the rigid body not change rotation
         if (rigidbody)
             rigidbody.freezeRotation = true;
     }
 }




Gui upbutton using NGUI for buttons.

 using UnityEngine;
 using System.Collections;
 
 public class upbtn : MonoBehaviour {
 
     private bool isDownState;
     private float upspd = 0.2f;

 
     void OnPress(bool isDown)
 
     {
 
         isDownState = isDown;
 
     }
 
     void Update()
 
     {
 
         if (isDownState)
 
         {
  
         Camera.main.transform.Translate(0,0,upspd);
        }
 
    }
 
 }
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Answer by firejerm · Jan 21, 2013 at 06:50 PM

While i haven't fully solved the problem, i did manage a bit of a fix for my specific game. I just changed the minimumY to a lower value to restrict looking up or down too far.

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