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Question by daleonard · Jan 23, 2018 at 07:05 PM · c#rotationfps

Rotating camera while wallrunning

 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 using UnityStandardAssets.Characters.FirstPerson;
 public class wallrun : MonoBehaviour {
     private RigidbodyFirstPersonController cc;
     private Rigidbody rb;
     private int jumpCount = 0;
     private bool isWallL = false;
     private bool IsWallR = false;
     private RaycastHit hitR;
     private RaycastHit hitL;
     public bool wallTouch;
 
     // Use this for initialization
     void Start () {
         cc = GetComponent<RigidbodyFirstPersonController> ();
         rb = GetComponent<Rigidbody> ();
     }
     void OnCollisionEnter(Collision col) {
     
         if (col.gameObject.tag == "jumpWall")
             wallTouch = true;
     
     }
     void OnCollisionExit (Collision col){
     
         if (col.gameObject.tag == "jumpWall")
             wallTouch = false;
     }
     // Update is called once per frame
     void Update () {
         if (IsWallR == true)
             // here i want some script that makes the camera rotate about 45 degrees in left/right directions
         if (isWallL == true)
             // here i want some script that makes the camera rotate about 45 degrees in left/right directions
         if (IsWallR == false && isWallL == false)
             //here i want a script that makes the camera go back to normal again.        
         if (cc.Grounded)
             jumpCount = 0;
         if (!cc.Grounded && jumpCount <= 1) {
         
             if (Physics.Raycast (transform.position, transform.right, out hitR, 1)) {
             
                 if (hitR.transform.tag == "jumpWall" && wallTouch == true && cc.movementSettings.Running == true && speedmeter.speed >= 0.133f) {
                 
                     IsWallR = true;
                     isWallL = false;
                     jumpCount += 1;
                     rb.useGravity = false;
                     StartCoroutine (afterRun ());
 
                 
                 }
 
             
             }
             if (Physics.Raycast (transform.position, -transform.right, out hitL, 1)) {
 
                 if (hitL.transform.tag == "jumpWall" && wallTouch == true && cc.movementSettings.Running == true && speedmeter.speed >= 0.0133f) {
 
                     isWallL = true;
                     IsWallR = false;
                     jumpCount += 1;
                     rb.useGravity = false;
 
 
                     StartCoroutine (afterRun ());
 
                 }
 
 
             }
         
         
         
         
         
         
         
         
         
         
         
         
         }
 
     
     }
 
     IEnumerator afterRun() {
         yield return new WaitForSeconds (1);
         isWallL = false;
         IsWallR = false;
         rb.useGravity = true;
     }
 }
 
 

How do you do this? It doesnt work with transform.rotate at all. Help appreciated.

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avatar image Qedized · Jan 24, 2018 at 03:12 AM 0
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Why doesn't it work with transform.rotate ? Could you explain a bit?

avatar image daleonard · Jan 24, 2018 at 07:16 AM 0
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It does not work with transform.rotate, because it seems like it rotates 25 degrees more for every update, i need to set the rotation ins$$anonymous$$d of rotating it.

avatar image Dray · Jan 24, 2018 at 09:52 AM 0
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$$anonymous$$aybe like this?

 var tilt = -20f; // change depending on left or right wall
 var forward = transform.forward;
 var up = (Vector3.up + transform.left * tilt).normalized;
 transform.rotation = Quaternion.LookRotation(forward, up);
avatar image daleonard Dray · Jan 25, 2018 at 06:48 PM 0
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Could you make that in c#? I only use c#.

avatar image daleonard daleonard · Jan 25, 2018 at 07:00 PM 0
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I converted it, but it doesnt work at all.

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Answer by Artik2442 · May 30, 2020 at 03:30 PM

Maybe you can use Animation to do that...

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avatar image Artik2442 · Jun 01, 2020 at 01:16 PM 0
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So, create an Animator for your Camera. Then, you can rotate your camera to -12,5 degrees or 12,5 degrees (you have to make 2 animations). Use your RayCast to know which animation to use. I've personally done this and it works perfectly.

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