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Question by StartUpStudios · Oct 30, 2014 at 04:25 AM · androidfpsmobilelooking

FPS view limited - I don't know why

After over a day of messing around, I finally got a joypad to control my Player for Android, using a RigidBody (I need it for my game). However, it limits the amount I can look up and down. The script is pieced from the stock FPS controller in the standards assets(mobile),which uses constraints for the X axis (That way you can't look up into a 360 degree turn). But when it's on my character controller (Capsule, Rigidbody with rotation constraints so it doesn't fall over), it constrains how far up or down I can look. I have no clue why. I can't seem to find the piece of code that causes that. Because of my game, I need to look 90degrees up and down. Below is the code for the FPS controller Im using.

 var rotateTouchPad : Joystick;
    var tiltPositiveYAxis = 0.6;
 var tiltNegativeYAxis = 0.4;
 var tiltXAxisMinimum = 0.1;
 var rotationSpeed : Vector2 = Vector2( 50, 25 );
  var thisTransform : Transform;
 var cameraPivot : Transform;
     
    function Update(){
    
    
         var camRotation = Vector2.zero;
         
         if ( rotateTouchPad )
             camRotation = rotateTouchPad.position;
         else
         {
             // Use tilt instead
 //            print( iPhoneInput.acceleration );
             var acceleration = Input.acceleration;
             var absTiltX = Mathf.Abs( acceleration.x );
             if ( acceleration.z < 0 && acceleration.x < 0 )
             {
                 if ( absTiltX >= tiltPositiveYAxis )
                     camRotation.y = (absTiltX - tiltPositiveYAxis) / (1 - tiltPositiveYAxis);
                 else if ( absTiltX <= tiltNegativeYAxis )
                     camRotation.y = -( tiltNegativeYAxis - absTiltX) / tiltNegativeYAxis;
             }
             
             if ( Mathf.Abs( acceleration.y ) >= tiltXAxisMinimum )
                 camRotation.x = -(acceleration.y - tiltXAxisMinimum) / (1 - tiltXAxisMinimum);
         }
         
         camRotation.x *= rotationSpeed.x;
         camRotation.y *= rotationSpeed.y;
         camRotation *= Time.deltaTime;
         
         // Rotate the character around world-y using x-axis of joystick
         thisTransform.Rotate( 0, camRotation.x, 0, Space.World );
         
         // Rotate only the camera with y-axis input
         cameraPivot.Rotate( -camRotation.y, 0, 0 );
     
 }






I use the standard Joystick script of the SA (Mobile).

Any help would be appreciated. Thank you.

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