Wayback Machinekoobas.hobune.stream
May JUN Jul
Previous capture 13 Next capture
2021 2022 2023
1 capture
13 Jun 22 - 13 Jun 22
sparklines
Close Help
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
  • Asset Store
  • Get Unity

UNITY ACCOUNT

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account
  • Blog
  • Forums
  • Answers
  • Evangelists
  • User Groups
  • Beta Program
  • Advisory Panel

Navigation

  • Home
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
    • Blog
    • Forums
    • Answers
    • Evangelists
    • User Groups
    • Beta Program
    • Advisory Panel

Unity account

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account

Language

  • Chinese
  • Spanish
  • Japanese
  • Korean
  • Portuguese
  • Ask a question
  • Spaces
    • Default
    • Help Room
    • META
    • Moderators
    • Topics
    • Questions
    • Users
    • Badges
  • Home /
avatar image
0
Question by Dan Jimenez · Sep 02, 2010 at 04:20 PM · buttonmousedown

FPS camera mouse script - look around only when Mouse button is pressed down?

I am using the basic FPS Camera Mouse script, that came with Unity. Is there something I can add to this script that I can make the view look around only when the Mouse Button is held down and the mouse is moved. Right now the camera moves around all the time when the mouse is moves. Thanks.

[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 rotationX = 0F; float rotationY = 0F;

Quaternion originalRotation;

void Update () { if (axes == RotationAxes.MouseXAndY) { // Read the mouse input axis rotationX += Input.GetAxis("Mouse X") sensitivityX; rotationY += Input.GetAxis("Mouse Y") sensitivityY;

     rotationX = ClampAngle (rotationX, minimumX, maximumX);
     rotationY = ClampAngle (rotationY, minimumY, maximumY);

     Quaternion xQuaternion = Quaternion.AngleAxis (rotationX, Vector3.up);
     Quaternion yQuaternion = Quaternion.AngleAxis (rotationY, Vector3.left);

     transform.localRotation = originalRotation * xQuaternion * yQuaternion;
 }
 else if (axes == RotationAxes.MouseX)
 {
     rotationX += Input.GetAxis("Mouse X") * sensitivityX;
     rotationX = ClampAngle (rotationX, minimumX, maximumX);

     Quaternion xQuaternion = Quaternion.AngleAxis (rotationX, Vector3.up);
     transform.localRotation = originalRotation * xQuaternion;
 }
 else
 {
     rotationY += Input.GetAxis("Mouse Y") * sensitivityY;
     rotationY = ClampAngle (rotationY, minimumY, maximumY);

     Quaternion yQuaternion = Quaternion.AngleAxis (rotationY, Vector3.left);
     transform.localRotation = originalRotation * yQuaternion;
 }

}

void Start () { // Make the rigid body not change rotation if (rigidbody) rigidbody.freezeRotation = true; originalRotation = transform.localRotation; }

public static float ClampAngle (float angle, float min, float max) { if (angle < -360F) angle += 360F; if (angle > 360F) angle -= 360F; return Mathf.Clamp (angle, min, max); }

}

Comment
Add comment
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

1 Reply

· Add your reply
  • Sort: 
avatar image
4

Answer by matyicsapo · Sep 02, 2010 at 04:38 PM

http://unity3d.com/support/documentation/ScriptReference/Input.GetMouseButton.html

just don't execute anything like calculating the rotation or the actual rotation if it returns true

so just put everything in the Update function above into a big if statement

if (Input.GetMouseButton(0)) {
    // everything in update from the above
}
Comment
Add comment · Show 5 · Share
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users
avatar image Dan Jimenez · Sep 02, 2010 at 04:42 PM 0
Share

Can You show me where in the code to put

/button/ values are 0 for left button, 1 for right button, 2 for the middle button.

I am still new to scripting thanks

avatar image Jason_DB · Sep 02, 2010 at 07:38 PM 0
Share

It's set up by default - 0 is Left $$anonymous$$ouse Button, 1 is Right, 3 is $$anonymous$$iddle (I believe). So you can just put Input.Get$$anonymous$$ouseButton(0) and it means left click.

avatar image nom-t · Oct 20, 2010 at 02:16 PM 0
Share

thanks $$anonymous$$atyi, your solution worked for me.

avatar image Aljoscha · May 14, 2014 at 09:35 AM 0
Share

Thanx ---->>> works fine & very easy to understand

avatar image Cherno · May 15, 2014 at 12:35 AM 0
Share

This would be your new Update function Everything inside Update's two curly braces is pasted the te commented-out line.

 void Update ()
 {
     if (Input.Get$$anonymous$$ouseButton(0)) {
     // everything in update from the above
     }
 }

Please mark the answer by matyscsapo as accepted if it works for you (which it should).

Your answer

Hint: You can notify a user about this post by typing @username

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Follow this Question

Answers Answers and Comments

2 People are following this question.

avatar image avatar image

Related Questions

GUI Button OnMouseUp? 2 Answers

OnMouseDown() Doesn't work 17 Answers

MouseDown on GUI.button 4 Answers

Detect Mouse Click OnGUI 1 Answer

Help with resize script 1 Answer


Enterprise
Social Q&A

Social
Subscribe on YouTube social-youtube Follow on LinkedIn social-linkedin Follow on Twitter social-twitter Follow on Facebook social-facebook Follow on Instagram social-instagram

Footer

  • Purchase
    • Products
    • Subscription
    • Asset Store
    • Unity Gear
    • Resellers
  • Education
    • Students
    • Educators
    • Certification
    • Learn
    • Center of Excellence
  • Download
    • Unity
    • Beta Program
  • Unity Labs
    • Labs
    • Publications
  • Resources
    • Learn platform
    • Community
    • Documentation
    • Unity QA
    • FAQ
    • Services Status
    • Connect
  • About Unity
    • About Us
    • Blog
    • Events
    • Careers
    • Contact
    • Press
    • Partners
    • Affiliates
    • Security
Copyright © 2020 Unity Technologies
  • Legal
  • Privacy Policy
  • Cookies
  • Do Not Sell My Personal Information
  • Cookies Settings
"Unity", Unity logos, and other Unity trademarks are trademarks or registered trademarks of Unity Technologies or its affiliates in the U.S. and elsewhere (more info here). Other names or brands are trademarks of their respective owners.
  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges