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Question by potu1304 · Mar 23, 2013 at 07:44 PM · camerabuild

Problem after building

Hello! I have a very strange problem: when I play my game in Unity it works fine but after building it, the camera has a very bad problem. I have attached a video to show you what I mean. Do you know a solution?

http://www.youtube.com/watch?v=7VNilqzAz9w&feature=youtu.be

Greetings

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avatar image Julien-Lynge · Mar 23, 2013 at 09:37 PM 0
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Tough to say without knowing more about the project. Do you have multiple cameras? Is your controller script maybe forcing your camera to look up when you move?

First, try looking at the log file for your build. Then, add a bunch of debug statements to your camera controller script. If you can narrow it down a bit, we can probably help you.

avatar image potu1304 · Mar 24, 2013 at 11:44 AM 0
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I have no multiplay cameras in the scene. Here is my movement script:

 using UnityEngine;
 using System.Collections;
 
 public class $$anonymous$$ovement : $$anonymous$$onoBehaviour {
     //Variables 
     public float gravity = 20.0F;
     public float speed = 6.0F;
     public float jumpSpeed = 8.0F;
     public float vScale = 1.0F;
     public float crchSpeed = 3F;
     public float runSpeed = 1.0F;
     private Vector3 moveDirection = Vector3.zero;
     
     //Camera
     public Animation run;
     public Animation cameraidle;
 
     void Update() {
 
         
         CharacterController controller = (CharacterController)GetComponent(typeof(CharacterController));
         // is the controller on the ground?
         if (controller.isGrounded) {
             //Feed moveDirection with input.
             moveDirection.Normalize();
             moveDirection = new Vector3(Input.GetAxis("Horizontal"), 0, Input.GetAxis("Vertical"));
             moveDirection = transform.TransformDirection(moveDirection);
             //$$anonymous$$ultiply it by speed.
             moveDirection *= speed;
 //            Animation.Play("cameraidle");
 //            Animation.Stop("run");
             //Jumping
             if (Input.GetButton("Jump"))
                 moveDirection.y = jumpSpeed;
             if (Input.Get$$anonymous$$ey ("left shift"))
                 moveDirection *= runSpeed;
 //                Animation.Stop("carmeraidle");
         
                 
             
         }
             
         
         moveDirection.y -= gravity * Time.deltaTime;
 
         controller.$$anonymous$$ove(moveDirection * Time.deltaTime);
 
 
     }
 }

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