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Question by Get_me_outOf_here · May 16 at 11:11 PM · mouseshooter

Mouse sensitivity breaking some how


In my code, which not using camera movement is an error, that break multiply sensitivity in large amount.


I have no idea, where is the issue;

Code:

 using UnityEngine;
 using TMPro;
 
 public class GunSystem : MonoBehaviour
 {
     //Gun stats
     public int damage;
     public float timeBetweenShooting, spread, range, reloadTime, timeBetweenShots;
     public int magazineSize, bulletsPerTap;
     public bool allowButtonHold;
     int bulletsLeft, bulletsShot;
     private bool isAiming;
     float currentSpread;
 
     //bools 
     bool shooting, readyToShoot;
     [HideInInspector]
     public bool reloading;
 
     //aiming
     public float speedDebuffer = 3f;
     public Transform aimPos;
     // -0.213 0.105 -0.27
     //Reference
     public Transform fpsCam;
     public Transform attackPoint;
     public RaycastHit rayHit;
 
     //Graphics
     public GameObject muzzleFlash, bulletHoleGraphic;
     //public CamShake camShake;
     //public float camShakeMagnitude, camShakeDuration;
     public TextMeshProUGUI text;
 
     public Animator animator;
     public string shootSoundName;
 
     bool wasActive;
     private void Awake()
     {
         bulletsLeft = magazineSize;
         readyToShoot = true;
     }
     private void Update()
     {
         if(gameObject.activeSelf == true && wasActive == false)
         {
             animator.Play("Standart");
         }
 
         MyInput();
 
         //SetText
         text.SetText(bulletsLeft + " / " + magazineSize);
     }
     private void LateUpdate()
     {
         wasActive = gameObject.activeSelf;
     }
     private void MyInput()
     {
         if (allowButtonHold) shooting = Input.GetKey(KeyCode.Mouse0);
         else shooting = Input.GetKeyDown(KeyCode.Mouse0);
 
         if (Input.GetKeyDown(KeyCode.R) && bulletsLeft < magazineSize && !reloading) Reload();
 
         //Shoot
         if (readyToShoot && shooting && !reloading && bulletsLeft > 0){
             bulletsShot = bulletsPerTap;
             Shoot();
         }
 
 
         if (Input.GetMouseButtonDown(1))
         {
             isAiming = true;
             //transform.rotation = aimPos.rotation;
             transform.Translate(aimPos.localPosition);
         }
         else if(Input.GetMouseButtonUp(1))
         {
             isAiming = false;
             transform.Translate(aimPos.localPosition.x * -1, aimPos.localPosition.y * -1, aimPos.localPosition.z * -1); ;
             transform.Translate(transform.localPosition.x * -1, transform.localPosition.y * -1, transform.localPosition.z * -1);
         }
         if (isAiming)
         {
             FindObjectOfType<SimpleRecoil>().currentRecoilUp.x = -1f;
             FindObjectOfType<PlayerMovement>().debuffed = true;
             FindObjectOfType<PlayerMovement>().debuffSpeed = speedDebuffer;
             currentSpread = 0.02f;
         }
         else
         {
             FindObjectOfType<SimpleRecoil>().currentRecoilUp = FindObjectOfType<SimpleRecoil>().recoilUp;
             FindObjectOfType<PlayerMovement>().debuffed = false;
             currentSpread = spread;
         }
         
     }
     private void Shoot()
     {
         FindObjectOfType<AudioManager>().Play(shootSoundName);
         FindObjectOfType<SimpleRecoil>().AddRecoil();
         readyToShoot = false;
 
         //Spread
         float x = Random.Range(-currentSpread, currentSpread);
         float y = Random.Range(-currentSpread, currentSpread);
 
         //Calculate Direction with Spread
         Vector3 direction = fpsCam.transform.forward + new Vector3(x, y, 0);
 
         //RayCast
         if (Physics.Raycast(fpsCam.transform.position, direction, out rayHit, range))
         {
             if (rayHit.collider.GetComponent<HealthScript>() == true)
             {
                 rayHit.collider.GetComponent<HealthScript>().TakeDamage(damage);
             }
             else
             {
                 Instantiate(bulletHoleGraphic, rayHit.point, Quaternion.LookRotation(rayHit.normal));
             }
         }
 
         //ShakeCamera
         //camShake.Shake(camShakeDuration, camShakeMagnitude);
 
         //Graphics
         
         Instantiate(muzzleFlash, attackPoint.position, Quaternion.identity);
 
         bulletsLeft--;
         bulletsShot--;
 
         Invoke("ResetShot", timeBetweenShooting);
 
         if(bulletsShot > 0 && bulletsLeft > 0)
         {
             Invoke("Shoot", timeBetweenShots);
         }
     }
     private void ResetShot()
     {
         readyToShoot = true;
     }
     private void Reload()
     {
         reloading = true;
         animator.SetTrigger("HideWeapon");
         Invoke("ReloadFinished", reloadTime);
         
     }
     private void ReloadFinished()
     {
         FindObjectOfType<AudioManager>().Play("Reload");
         animator.SetBool("GetWeapon", true);
         bulletsLeft = magazineSize;
         reloading = false;
     }
 }


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