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FPS camera is repositioning on both the X and Y axis, I only want the camera to slightly tilt (Z axis)...TIA!
using UnityEngine; using System.Collections;
public class Tilt : MonoBehaviour { bool leanLeft = false; bool leanRight = false; public Transform myCharacter;
void Update()
{
if (Input.GetKeyDown("q"))
{
doLeanLeft();
}
if (Input.GetKeyDown("e"))
{
doLeanRight();
}
if (Input.GetKeyUp("q"))
{
doLeanBack();
}
if (Input.GetKeyUp("e"))
{
doLeanBack();
}
}
void doLeanLeft()
{
if (leanLeft == false)
{
myCharacter.transform.rotation = Quaternion.Euler(0, 0, 7);
leanLeft = false;
}
}
void doLeanRight()
{
if (leanRight == false)
{
myCharacter.transform.rotation = Quaternion.Euler(0, 0, -7);
leanRight = false;
}
}
void doLeanBack()
{
myCharacter.transform.rotation = Quaternion.Euler(0, 0, 0);
}
}
Answer by deniskotpletnev · Jul 27, 2020 at 07:43 AM
Try to hang Rigidbody on the camera and set the following parameters: IsKinematic = true IsGravity = false
And also lock the x and y rotation
Answer by UnityedWeStand · Jul 27, 2020 at 07:44 AM
First, "incremental" rotations and "target" rotations need to be treated differently in Unity. An "incremental" rotation would be something like "add 7 degrees to the camera's current z rotation" while a "target" rotation would be something like "make the camera face the positive z axis". Your rotation Quaternion.Euler(0, 0, 7)
is "incremental", so you can't directly set myCharacter.transform.rotation
equal to this rotation. You need to "increment" like myCharacter.transform.rotation = Quaternion.Euler(0, 0, 7) * myCharacter.transform.rotation
Second, I would highly recommend switching to an implementation using Quaternion.AngleAxis()
or something other than euler angles. If myCharacter
has any other rotations applied to it other than leaning left and right (for example, fixing models imported from blender), rotating around euler axes may lead to unexpected results.
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