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Question by draavv · May 11 at 09:32 PM · camera rotate

My camera isn't rotating

Hi everyone,

So today I tried to fix an issue I had for a few weeks, where my FPS Controller would stutter. I found a solution which was to separate the camera from the player's rigidbody and make the camera follow it. However a new problem came up now, I modified my inital script and now I can't rotate the camera left and right, or at least it doesnt, because when I move my mouse left and right, the rotation of my player moves but not the camera. Here is the code if you don't mind checking it out :

using System.Collections; using System.Collections.Generic; using UnityEngine;

public class Movement : MonoBehaviour { //movement related variables public float playerSpeed; public float maxSpeed = 10; public float minSpeed = 5f; private Rigidbody rb; [SerializeField] AudioSource steps; float x, y, movementX, movementY; public Transform playerPos;

 //camera related variables
 public float sensitivity;
 public Transform playerCamera;
 float limit;

 //jumping related variables
 public float jumpPower;
 private bool shouldJump;
 public Rigidbody body;
 public bool isGrounded;

 private void Awake()
 {
     rb = GetComponent<Rigidbody>();
 }

 private void Start()
 {
     Cursor.lockState = CursorLockMode.Locked;
 }

 private void Update()
 {
     Steps();
     PlayerInput();
     Camera();
     JumpCheck();
 }
 private void FixedUpdate()
 {
     //speed limit
     if (rb.velocity.magnitude >= maxSpeed)
     {
         return;
     }
     //walk
     if (Input.GetKey(KeyCode.LeftShift))
     {
         if (rb.velocity.magnitude >= minSpeed)
         {
             return;
         }
     }
     else
     {
         if (rb.velocity.magnitude >= maxSpeed)
         {
             return;
         }
     }

     //vertical and horizontal movement
     rb.AddForce(transform.right * x * playerSpeed);
     rb.AddForce(transform.forward * y * playerSpeed);

     //jumping
     if (shouldJump && isGrounded)
     {
         body.AddForce(jumpPower * Vector3.up);
         shouldJump = false;
     }
 }

 void PlayerInput()
 {
     //movement input
     x = Input.GetAxisRaw("Horizontal");
     y = Input.GetAxisRaw("Vertical");

     //camera input
     movementX = Input.GetAxis("Mouse X") * sensitivity;
     movementY = Input.GetAxis("Mouse Y") * -sensitivity;
 }

 void Steps()
 {
     if (Input.GetKey(KeyCode.Z) || Input.GetKey(KeyCode.S) || Input.GetKey(KeyCode.Q) || Input.GetKey(KeyCode.D))
     {
         if (!steps.isPlaying)
         {
             steps.Play();
         }
     }
     else
     {
         steps.Pause();
     }
 }   
 
 void Camera()
 {
     limit -= movementY;
     limit = Mathf.Clamp(limit, -90f, 90f);

     transform.Rotate(0, movementX, 0);
     playerCamera.transform.localRotation = Quaternion.Euler(-limit, 0, 0);
 }

 void JumpCheck()
 {
     Ray ray = new Ray(transform.position, -transform.up);

     if (Physics.Raycast(transform.position, -transform.up, out RaycastHit hitInfo, 1f))
     {
         isGrounded = true;
         Debug.DrawRay(transform.position, -transform.up, Color.green);
     }
     else
     {
         isGrounded = false;
         Debug.DrawRay(transform.position, -transform.up, Color.red);
     }

     if (shouldJump == false)
     {
         shouldJump = Input.GetKeyDown(KeyCode.Space);
     }
 }

}

Thanks in advance, Draav.

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