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 julio-hb · Apr 13, 2017 at 12:52 PM · fpsgunfps controllerrecoil

Recoil with the FPS controller

Hello! I'm trying to create a recoil system to my current FPS game.

The recoil system should rotate the camera, and then slowy change back to normal again, however the mouselook script locks the camera. To work around this, I put it in a bool to check if it could rotate. (mouselook.cs)

 public void LookRotation(Transform character, Transform camera)
         {
 
             if (active)
             {
                 float yRot = CrossPlatformInputManager.GetAxis("Mouse X") * XSensitivity;
                 float xRot = CrossPlatformInputManager.GetAxis("Mouse Y") * YSensitivity;
 
                 m_CharacterTargetRot *= Quaternion.Euler(0f, yRot, 0f);
                 m_CameraTargetRot *= Quaternion.Euler(-xRot, 0f, 0f);
 
                 if (clampVerticalRotation)
                     m_CameraTargetRot = ClampRotationAroundXAxis(m_CameraTargetRot);
 
                 if (smooth)
                 {
                     character.localRotation = Quaternion.Slerp(character.localRotation, m_CharacterTargetRot,
                         smoothTime * Time.deltaTime);
                     camera.localRotation = Quaternion.Slerp(camera.localRotation, m_CameraTargetRot,
                         smoothTime * Time.deltaTime);
                 }
                 else
                 {
                     character.localRotation = m_CharacterTargetRot;
                     camera.localRotation = m_CameraTargetRot;
                 }
 
                 UpdateCursorLock();
             }
         }


However, this gave a very laggy look, and didn't work as i wanted. heres the recoil script

 public class Recoil : MonoBehaviour {
 
     [HideInInspector]
     public float recoil, max;
     [HideInInspector]
     public GameObject recoil_obj;
 
 
     private float rot, recoverSpeed;
 
 
 
     public void Update()
     {
         RecoilControl();
     }
 
     public void AddRecoil()
     {
         rot += recoil / 10;
         MouseLook.active = false;
         Invoke("UnlockMouse", 0.2f);
     }
 
     void RecoilControl()
     {
         if(rot > 0)
         {
             rot -= Time.deltaTime * recoverSpeed;
         }
 
         if (rot < 0)
             rot = 0;
 
         Vector3 c_rot = recoil_obj.transform.localEulerAngles;
         recoil_obj.transform.localEulerAngles = new Vector3(c_rot.x + rot, c_rot.y,c_rot.z);
               
     }
 
 
     void UnlockMouse()
     {
         MouseLook.active = true;
     }
 
     
 }
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

1 Reply

· Add your reply
  • Sort: 
avatar image
2
Best Answer

Answer by FortisVenaliter · Apr 13, 2017 at 04:07 PM

I would recommend making your camera a child of the mouselook object. Then you could easily apply the recoil locally to the camera itself, which would combine it's rotation with the parent's Mouselook.

Comment
Add comment · Show 1 · Share
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
avatar image julio-hb · Apr 15, 2017 at 02:15 PM 0
Share

This worked! I feel stupid for not thinking about it myself

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

4 People are following this question.

avatar image avatar image avatar image avatar image

Related Questions

CS:GO-like recoil 1 Answer

FPS Gun Recoil (Accuracy) 1 Answer

Camera Recoil,Please help me. 2 Answers

Using recoil on a Gun? 1 Answer

Realistic Scope Effect? 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