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Question by crusherxman · Nov 27, 2013 at 01:51 AM · bugshadowdissapear

Disappearing shadow glitch? (When camera moves)

I've been working on a horror game for a little while and shortly I've came up with this "disappearing" shadow glitch whenever I move my mouse to look around in my scene. I did add a Smooth Mouse Look script to make my movements more smoother and I think this is my problem.

Here's my script attached to the camera, witch might create the problem:

 using UnityEngine;
 using System.Collections;
 using System.Collections.Generic;
  
 [AddComponentMenu("Camera-Control/Smooth Mouse Look")]
 public class SmoothMouseLook : 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;
  
     private List<float> rotArrayX = new List<float>();
     float rotAverageX = 0F;    
  
     private List<float> rotArrayY = new List<float>();
     float rotAverageY = 0F;
  
     public float frameCounter = 20;
  
     Quaternion originalRotation;
  
     void Update ()
     {
        if (axes == RotationAxes.MouseXAndY)
        {        
          rotAverageY = 0f;
          rotAverageX = 0f;
  
          rotationY += Input.GetAxis("Mouse Y") * sensitivityY;
          rotationX += Input.GetAxis("Mouse X") * sensitivityX;
  
          rotArrayY.Add(rotationY);
          rotArrayX.Add(rotationX);
  
          if (rotArrayY.Count >= frameCounter) {
           rotArrayY.RemoveAt(0);
          }
          if (rotArrayX.Count >= frameCounter) {
           rotArrayX.RemoveAt(0);
          }
  
          for(int j = 0; j < rotArrayY.Count; j++) {
           rotAverageY += rotArrayY[j];
          }
          for(int i = 0; i < rotArrayX.Count; i++) {
           rotAverageX += rotArrayX[i];
          }
  
          rotAverageY /= rotArrayY.Count;
          rotAverageX /= rotArrayX.Count;
  
          rotAverageY = ClampAngle (rotAverageY, minimumY, maximumY);
          rotAverageX = ClampAngle (rotAverageX, minimumX, maximumX);
  
          Quaternion yQuaternion = Quaternion.AngleAxis (rotAverageY, Vector3.left);
          Quaternion xQuaternion = Quaternion.AngleAxis (rotAverageX, Vector3.up);
  
          transform.localRotation = originalRotation * xQuaternion * yQuaternion;
        }
        else if (axes == RotationAxes.MouseX)
        {        
          rotAverageX = 0f;
  
          rotationX += Input.GetAxis("Mouse X") * sensitivityX;
  
          rotArrayX.Add(rotationX);
  
          if (rotArrayX.Count >= frameCounter) {
           rotArrayX.RemoveAt(0);
          }
          for(int i = 0; i < rotArrayX.Count; i++) {
           rotAverageX += rotArrayX[i];
          }
          rotAverageX /= rotArrayX.Count;
  
          rotAverageX = ClampAngle (rotAverageX, minimumX, maximumX);
  
          Quaternion xQuaternion = Quaternion.AngleAxis (rotAverageX, Vector3.up);
          transform.localRotation = originalRotation * xQuaternion;         
        }
        else
        {        
          rotAverageY = 0f;
  
          rotationY += Input.GetAxis("Mouse Y") * sensitivityY;
  
          rotArrayY.Add(rotationY);
  
          if (rotArrayY.Count >= frameCounter) {
           rotArrayY.RemoveAt(0);
          }
          for(int j = 0; j < rotArrayY.Count; j++) {
           rotAverageY += rotArrayY[j];
          }
          rotAverageY /= rotArrayY.Count;
  
          rotAverageY = ClampAngle (rotAverageY, minimumY, maximumY);
  
          Quaternion yQuaternion = Quaternion.AngleAxis (rotAverageY, Vector3.left);
          transform.localRotation = originalRotation * yQuaternion;
        }
     }
  
     void Start ()
     {       
        if (rigidbody)
          rigidbody.freezeRotation = true;
        originalRotation = transform.localRotation;
     }
  
     public static float ClampAngle (float angle, float min, float max)
     {
        angle = angle % 360;
        if ((angle >= -360F) && (angle <= 360F)) {
          if (angle < -360F) {
           angle += 360F;
          }
          if (angle > 360F) {
           angle -= 360F;
          }         
        }
        return Mathf.Clamp (angle, min, max);
     }
 }


Here's a video of my shadow glitch.

Thanks!

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