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Question by ThePolygators · Feb 16, 2020 at 06:45 AM · camerarotationcamera rotatetilt

Tilt camera on movement

i have a problem. i want that if i move left or right, the camera slightly tilts left and right (on z axis).

now this works perfectly fine if i dont use my mouseLook but somehow together they wont work cause mouselook rotations are somehow overwriting my tilting. can someone give me a hint to how to pull this off? thx in advance

 void Start()
     {
         initialRot = transform.localRotation;
 
         
 
         // lock cursor
         Cursor.lockState = CursorLockMode.Locked;
     }
 
     void Update()
     {
         CameraRot();
 
         // get mouse axis
         float mouseX = Input.GetAxis("Mouse X") * mouseSensitivity;
         float mouseY = Input.GetAxis("Mouse Y") * mouseSensitivity;
 
         // rotate player around y axis
         player.Rotate(Vector3.up * mouseX);
 
         // clamp cam rotation
         xRotation -= mouseY;
         xRotation = Mathf.Clamp(xRotation, topMaxRot, bottomMaxRot);
 
         // rotate camera around x axis
         transform.localRotation = Quaternion.Euler(xRotation, 0f, 0f);
     }
 
     void CameraRot()
     {
         float rotZ = -Input.GetAxis("Horizontal") * rotAmount;
 
         Quaternion finalRot = Quaternion.Euler(0, 0, rotZ);
         transform.localRotation = Quaternion.Lerp(initialRot, finalRot, smoothRotAmount);
     }
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Answer by ThePolygators · Feb 16, 2020 at 07:21 AM

i actually just figured it out. i pretty much clamped the z axis rotation in this line transform.localRotation = Quaternion.Euler(xRotation, 0f, 0f);

so incase anyone wondering i just made that the z axis is not 0 rather than just the rotation of the current zaxis. thats weird to explain but here is the fixed line

 Vector3 v = transform.rotation.eulerAngles;
         transform.localRotation = Quaternion.Euler(xRotation, 0, v.z);

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avatar image venomjadhav · May 23, 2021 at 12:25 PM 0
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It worked for me. Thanks a million! Do change the line that says Quaternion finalRot = Quaternion.Euler(0, 0, rotZ); to Quaternion finalRot = Quaternion.Euler(xRotation, 0, rotZ); or else you cannot look up.

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Answer by anon7998 · Feb 16, 2020 at 07:33 AM

This usually has to do with at what point do you call the move part of the script and the camera position part of the script. I would take a look at your script to make sure that the camera looks at, or sits at the right point both when its moving and when its stationary.

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