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Question by fernandovt · Oct 30, 2013 at 03:59 PM · cameraobjectfollowmouselook

Object parented to MainCamera and Y Axis Question:

I just can't figure out whats wrong with my scene..., Any object that i drag into the MainCamera doesn't move right when looking up/down, they get away from the camera(Look image bellow to see the problem):(, I have done everything in order to solve this but i can't find the answer. I downloaded a scene from someone else and when i drag objects to his player, they follow the camera, but in my scene, they don't. I paste both of his MouseLook Scripts in my player, nothing changes, i tried disabling all of the scripts in my scene, except the MouseLook scripts...Nothing happens. I even create a new First Person Controller, to try if it will behave normally, it had the same problem. I need to fix this but i can't find the problem, what could be wrong??, my scene settings???, I'm frustated, i can't solve this Please Help!!

The Problem:

alt text

Hierarchy between MainCamera And Object(FlashLight):

alt text

Script(It's the normal Script, but still here it is):

 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 (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;
     }
 }


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avatar image VesuvianPrime · Oct 30, 2013 at 04:05 PM 0
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Are you attaching that script to just the FlashLightObject?

avatar image fernandovt · Oct 30, 2013 at 04:07 PM 0
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The script shown is the $$anonymous$$ouseLook script:)

avatar image fernandovt · Oct 30, 2013 at 04:19 PM 0
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I attach this script to the $$anonymous$$ainCamera, you can see my hierarchy above in the image

avatar image Tomer-Barkan · Oct 30, 2013 at 07:03 PM 0
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Duplicate of http://answers.unity3d.com/questions/564532/object-doesnt-stick-on-camera-right-corner-basic-q.html

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