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Question by cidmodder · Mar 21, 2011 at 05:03 PM · javascripterrormouselookbce0017

Mouse look script help

I'm using the MouselookPlus script I got here : http://www.unifycommunity.com/wiki/index.php?title=MouseLookPlus so that I can use a javascript version. however I got this error:

BCE0017: The best overload for the method 'UnityEngine.Quaternion.AngleAxis(float, UnityEngine.Vector3)' is not compatible with the argument list '(UnityEngine.Vector3, float)'.

What does that mean? I did try to edit out the keypress options as the instructions say but i just commented them out instead of deleting them. here is the script with my edits.

/// This is a modified javascript conversion of the Standard Assets MouseLook script. /// Also added is functionallity of using a key to look up, down, left and right in addition to the Mouse. /// Everything is on by default. You will want to turn off/on stuff depending on what you're doing.

/// You can also modify the script to use the KeyLook functions to control an object's rotation. /// Try using MouseXandY on an object. Actually it works as is but you'll want to clean it up ;)

/// As of this version the key and mouse fight if used at the same time (ie up key and down mouse jitters).

/// Minimum and Maximum values can be used to constrain the possible rotation

/// To make an FPS style character: /// - Create a capsule. /// - Add a rigid body to the capsule /// - Add the MouseLookPlus script to the capsule. /// -> Set the script's Axis to MouseX in the inspector. (You want to only turn character but not tilt it) /// - Add FPSWalker script to the capsule

/// - Create a camera. Make the camera a child of the capsule. Reset it's transform. /// - Add the MouseLookPlus script to the camera. /// -> Set the script's Axis to MouseY in the inspector. (You want the camera to tilt up and down like a head. The character already turns.)

/// - Name an Input element LookUp and assign positive and negative keys to look up and down by key /// - Name an Input element LookAround and assign positive and negative keys to look left and right by key

 enum Axes {MouseXandY, MouseX, MouseY}
 var Axis : Axes = Axes.MouseXandY;

 var sensitivityX = 15.0;
 var sensitivityY = 15.0;

 var minimumX = -360.0;
 var maximumX = 360.0;

 var minimumY = -60.0;
 var maximumY = 60.0;

 var rotationX = 0.0;
 var rotationY = 0.0;

 var lookSpeed = 2.0;

 function Update ()
 {
     if (Axis == Axes.MouseXandY)
     {
         // Read the mouse input axis
         rotationX += Input.GetAxis("Mouse X") * sensitivityX;
         rotationY += Input.GetAxis("Mouse Y") * sensitivityY;

         // Call our Adjust to 360 degrees and clamp function
         Adjust360andClamp();

         // Most likely you wouldn't do this here unless you're controlling an object's rotation.
         // Call our look left and right function.
         //KeyLookAround();

         // Call our look up and down function.
         //KeyLookUp();

         // If the user isn't pressing a key to look up, transform our X angle to the mouse.
         if (!Input.GetAxis("LookAround"))
         {
             // If you don't want to allow a key to affect X, keep this line but take it out of the if
             transform.localRotation = Quaternion.AngleAxis (Vector3.up, rotationX);
         }

         // If the user isn't pressing a key to look up, transform our Y angle to the mouse.
         if (!Input.GetAxis("LookUp"))
         {
             // Multiply the Quaterion so we don't loose our X we just transformed
             // If you don't want to allow a key to affect Y, keep this line but take it out of the if
             transform.localRotation *= Quaternion.AngleAxis (Vector3.left, rotationY);
         }
     }
     else if (Axis == Axes.MouseX)
     {
         // Read the mouse input axis
         rotationX += Input.GetAxis("Mouse X") * sensitivityX;

         // Call our Adjust to 360 degrees and clamp function
         Adjust360andClamp();

         // if you're doing a standard X on object Y on camera control, you'll probably want to
         // delete the key control in MouseX. Also, take the transform out of the if statement.
         // Call our look left and right function.
         //KeyLookAround();

         // Call our look up and down function.
         //KeyLookUp();

         // If the user isn't pressing a key to look up, transform our X angle to the mouse.
         if (!Input.GetAxis("LookAround"))
         {
             //If you don't want to allow a key to affect X, keep this line but take it out of the if
             transform.localRotation = Quaternion.AngleAxis (Vector3.up, rotationX);
         }

     }
     else
     {
         // Read the mouse input axis
         rotationY += Input.GetAxis("Mouse Y") * sensitivityY;

         // Call our Adjust to 360 degrees and clamp function
         Adjust360andClamp();

         // Call our look left and right function.
         //KeyLookAround();

         // Call our look up and down function.
         //KeyLookUp();

         // If the user isn't pressing a key to look up, transform our Y angle to the mouse
         if (!Input.GetAxis("LookUp"))
         {
             // If you don't want to allow a key to affect Y, keep this line but take it out of the if
             transform.localRotation = Quaternion.AngleAxis (Vector3.left, rotationY);
         }

     }
 }

 //function KeyLookAround ()
 //{

// If you're not using it, you can delete this whole function. // Just be sure to delete where it's called in Update.

     // Read the mouse input axis
     //rotationX += Input.GetAxis("LookAround") * lookSpeed;

     // Call our Adjust to 360 degrees and clamp function
     //Adjust360andClamp();

     // Transform our X angle
     //transform.localRotation = Quaternion.AngleAxis (Vector3.up, rotationX);
 //}

 //function KeyLookUp ()
 //{

// If you're not using it, you can delete this whole function. // Just be sure to delete where it's called in Update.

     // Read the mouse input axis
     //rotationY += Input.GetAxis("LookUp") * lookSpeed;

     // Adjust for 360 degrees and clamp
     //Adjust360andClamp();

     // Transform our Y angle, multiply so we don't loose our X transform
    // transform.localRotation *= Quaternion.AngleAxis (Vector3.left, rotationY);
 //}

 function Adjust360andClamp ()
 {

// This prevents your rotation angle from going beyond 360 degrees and also // clamps the angle to the min and max values set in the Inspector.

     // During in-editor play, the Inspector won't show your angle properly due to
     // dealing with floating points. Uncomment this Debug line to see the angle in the console.

     // Debug.Log (rotationX);

     // Don't let our X go beyond 360 degrees + or -
     if (rotationX < -360)
     {
         rotationX += 360;
     }
     else if (rotationX > 360)
     {
         rotationX -= 360;
     }   

     // Don't let our Y go beyond 360 degrees + or -
     if (rotationY < -360)
     {
         rotationY += 360;
     }
     else if (rotationY > 360)
     {
         rotationY -= 360;
     }

     // Clamp our angles to the min and max set in the Inspector
     rotationX = Mathf.Clamp (rotationX, minimumX, maximumX);
     rotationY = Mathf.Clamp (rotationY, minimumY, maximumY);
 }

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

hope someone can help! :D

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Best Answer

Answer by efge · Mar 21, 2011 at 05:07 PM

Quaternion.AngleAxis (Vector3.left, rotationY);

should be changed to:

Quaternion.AngleAxis (rotationY, Vector3.left);

Here is the reference: Quaternion.AngleAxis

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