Wayback Machinekoobas.hobune.stream
May JUN Jul
Previous capture 12 Next capture
2021 2022 2023
1 capture
12 Jun 22 - 12 Jun 22
sparklines
Close Help
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
  • Asset Store
  • Get Unity

UNITY ACCOUNT

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account
  • Blog
  • Forums
  • Answers
  • Evangelists
  • User Groups
  • Beta Program
  • Advisory Panel

Navigation

  • Home
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
    • Blog
    • Forums
    • Answers
    • Evangelists
    • User Groups
    • Beta Program
    • Advisory Panel

Unity account

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account

Language

  • Chinese
  • Spanish
  • Japanese
  • Korean
  • Portuguese
  • Ask a question
  • Spaces
    • Default
    • Help Room
    • META
    • Moderators
    • Topics
    • Questions
    • Users
    • Badges
  • Home /
avatar image
0
Question by 1elfdragon1 · Dec 12, 2015 at 02:23 PM · inputmouseinputmanagermousemove

GetAxisRaw("Mouse X") not even close to manual mouse movement

I try to create my own mouse movement but I don't understand why Unity's Input manager has completely different results than mine.

Unity's Input Manager

     Vector2 MouseMovement { get { return new Vector2(Input.GetAxisRaw("Mouse X"), Input.GetAxisRaw("Mouse Y")); } }
 

My first attempt

     Vector3 mouseMove;
     Vector3 prevPos;
     void UpdateMouseInp()
     {
         Vector3 mousePosition = Input.mousePosition;
         mouseMove = mousePosition - prevPos;
         prevPos = mousePosition;
     }

My second attempt

     private class Import
     {
         [StructLayout(LayoutKind.Sequential)]
         public struct POINT
         {
             public int X, Y;
 
             public static implicit operator Vector2(POINT point)
             {
                 return new Vector2(point.X, point.Y);
             }
         }
 
         [DllImport("user32.dll")]
         public static extern bool GetCursorPos(out POINT lpPoint);
 
         public static Vector2 GetCursorPosition()
         {
             POINT lpPoint;
             GetCursorPos(out lpPoint);
             return lpPoint;
         }
     }
     Vector3 mouseMove;
     Vector3 prevPos;
     void UpdateMouseInp()
     {
         Vector3 mousePosition = Import.GetCursorPosition();
         mouseMove = mousePosition - prevPos;
         prevPos = mousePosition;
     }

All three methods give completely different result, first and second attempts vary between 1 and 2.5 times the scale of Unity's Input Manager. And my first attempt just misses a lot movement, sometimes even for 10 frames.

Why are my attempts way off Unity's Input Manager mouse movement? And which is more accurate, My second attempt or Unity's Input Manager?

Comment
Add comment
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

0 Replies

· Add your reply
  • Sort: 

Your answer

Hint: You can notify a user about this post by typing @username

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Follow this Question

Answers Answers and Comments

32 People are following this question.

avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image

Related Questions

Object.OnMouseDown vs Input.GetMouseButtonDown 1 Answer

Multiple Players on one Computer/Console 5 Answers

Touch inputs on a Desktop type device 2 Answers

What's the entry name for mouse buttons in InputManager? 2 Answers

How to disable mouse click detection in game when clicking exit menu button? 1 Answer


Enterprise
Social Q&A

Social
Subscribe on YouTube social-youtube Follow on LinkedIn social-linkedin Follow on Twitter social-twitter Follow on Facebook social-facebook Follow on Instagram social-instagram

Footer

  • Purchase
    • Products
    • Subscription
    • Asset Store
    • Unity Gear
    • Resellers
  • Education
    • Students
    • Educators
    • Certification
    • Learn
    • Center of Excellence
  • Download
    • Unity
    • Beta Program
  • Unity Labs
    • Labs
    • Publications
  • Resources
    • Learn platform
    • Community
    • Documentation
    • Unity QA
    • FAQ
    • Services Status
    • Connect
  • About Unity
    • About Us
    • Blog
    • Events
    • Careers
    • Contact
    • Press
    • Partners
    • Affiliates
    • Security
Copyright © 2020 Unity Technologies
  • Legal
  • Privacy Policy
  • Cookies
  • Do Not Sell My Personal Information
  • Cookies Settings
"Unity", Unity logos, and other Unity trademarks are trademarks or registered trademarks of Unity Technologies or its affiliates in the U.S. and elsewhere (more info here). Other names or brands are trademarks of their respective owners.
  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges