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Question by adibak · Sep 13, 2021 at 10:24 AM · 3dwebglmouse looksensitivity

Why is mouse sensitivity so high in WebGL build?

I made an FPS game in unity3d and exported it to WebGL. When I tested that, however, the mouse sensitivity was quite a bit higher than in the Unity application itself. I used the standard assets Rigidbody FPS controller for my player, and here it is:

 using System;
 using UnityEngine;
 using UnityStandardAssets.CrossPlatformInput;
 
 namespace UnityStandardAssets.Characters.FirstPerson
 {
    [RequireComponent(typeof (Rigidbody))]
    [RequireComponent(typeof (CapsuleCollider))]
    public class RigidbodyFirstPersonController : MonoBehaviour
    {
        [Serializable]
        public class MovementSettings
        {
            public float ForwardSpeed = 8.0f;   // Speed when walking forward
            public float BackwardSpeed = 4.0f;  // Speed when walking backwards
            public float StrafeSpeed = 4.0f;    // Speed when walking sideways
            public float RunMultiplier = 2.0f;   // Speed when sprinting
            public KeyCode RunKey = KeyCode.LeftShift;
            public float JumpForce = 30f;
            public AnimationCurve SlopeCurveModifier = new AnimationCurve(new Keyframe(-90.0f, 1.0f), new Keyframe(0.0f, 1.0f), new Keyframe(90.0f, 0.0f));
            [HideInInspector] public float CurrentTargetSpeed = 8f;
 
 #if !MOBILE_INPUT
            private bool m_Running;
 #endif
 
            public void UpdateDesiredTargetSpeed(Vector2 input)
            {
                if (input == Vector2.zero) return;
                if (input.x > 0 || input.x < 0)
                {
                    //strafe
                    CurrentTargetSpeed = StrafeSpeed;
                }
                if (input.y < 0)
                {
                    //backwards
                    CurrentTargetSpeed = BackwardSpeed;
                }
                if (input.y > 0)
                {
                    //forwards
                    //handled last as if strafing and moving forward at the same time forwards speed should take precedence
                    CurrentTargetSpeed = ForwardSpeed;
                }
 #if !MOBILE_INPUT
                if (Input.GetKey(RunKey))
                {
                    CurrentTargetSpeed *= RunMultiplier;
                    m_Running = true;
                }
                else
                {
                    m_Running = false;
                }
 #endif
            }
 
 #if !MOBILE_INPUT
            public bool Running
            {
                get { return m_Running; }
            }
 #endif
        }
 
 
        [Serializable]
        public class AdvancedSettings
        {
            public float groundCheckDistance = 0.01f; // distance for checking if the controller is grounded ( 0.01f seems to work best for this )
            public float stickToGroundHelperDistance = 0.5f; // stops the character
            public float slowDownRate = 20f; // rate at which the controller comes to a stop when there is no input
            public bool airControl; // can the user control the direction that is being moved in the air
            [Tooltip("set it to 0.1 or more if you get stuck in wall")]
            public float shellOffset; //reduce the radius by that ratio to avoid getting stuck in wall (a value of 0.1f is nice)
        }
 
 
        public Camera cam;
        public MovementSettings movementSettings = new MovementSettings();
        public MouseLook mouseLook = new MouseLook();
        public AdvancedSettings advancedSettings = new AdvancedSettings();
 
 
        private Rigidbody m_RigidBody;
        private CapsuleCollider m_Capsule;
        private float m_YRotation;
        private Vector3 m_GroundContactNormal;
        private bool m_Jump, m_PreviouslyGrounded, m_Jumping, m_IsGrounded;
 
 
        public Vector3 Velocity
        {
            get { return m_RigidBody.velocity; }
        }
 
        public bool Grounded
        {
            get { return m_IsGrounded; }
        }
 
        public bool Jumping
        {
            get { return m_Jumping; }
        }
 
        public bool Running
        {
            get
            {
 #if !MOBILE_INPUT
                return movementSettings.Running;
 #else
                return false;
 #endif
            }
        }
 
 
        private void Start()
        {
            m_RigidBody = GetComponent<Rigidbody>();
            m_Capsule = GetComponent<CapsuleCollider>();
            mouseLook.Init (transform, cam.transform);
        }
 
 
        private void Update()
        {
            RotateView();
 
            if (CrossPlatformInputManager.GetButtonDown("Jump") && !m_Jump)
            {
                m_Jump = true;
            }
            
        }
 
 
        private void FixedUpdate()
        {
            GroundCheck();
            Vector2 input = GetInput();
 
            if ((Mathf.Abs(input.x) > float.Epsilon || Mathf.Abs(input.y) > float.Epsilon) && (advancedSettings.airControl || m_IsGrounded))
            {
                // always move along the camera forward as it is the direction that it being aimed at
                Vector3 desiredMove = cam.transform.forward*input.y + cam.transform.right*input.x;
                desiredMove = Vector3.ProjectOnPlane(desiredMove, m_GroundContactNormal).normalized;
 
                desiredMove.x = desiredMove.x*movementSettings.CurrentTargetSpeed;
                desiredMove.z = desiredMove.z*movementSettings.CurrentTargetSpeed;
                desiredMove.y = desiredMove.y*movementSettings.CurrentTargetSpeed;
                if (m_RigidBody.velocity.sqrMagnitude <
                    (movementSettings.CurrentTargetSpeed*movementSettings.CurrentTargetSpeed))
                {
                    m_RigidBody.AddForce(desiredMove*SlopeMultiplier(), ForceMode.Impulse);
                }
            }
 
            if (m_IsGrounded)
            {
                m_RigidBody.drag = 5f;
 
                if (m_Jump)
                {
                    m_RigidBody.drag = 0f;
                    m_RigidBody.velocity = new Vector3(m_RigidBody.velocity.x, 0f, m_RigidBody.velocity.z);
                    m_RigidBody.AddForce(new Vector3(0f, movementSettings.JumpForce, 0f), ForceMode.Impulse);
                    m_Jumping = true;
                }
 
                if (!m_Jumping && Mathf.Abs(input.x) < float.Epsilon && Mathf.Abs(input.y) < float.Epsilon && m_RigidBody.velocity.magnitude < 1f)
                {
                    m_RigidBody.Sleep();
                }
            }
            else
            {
                m_RigidBody.drag = 0f;
                if (m_PreviouslyGrounded && !m_Jumping)
                {
                    StickToGroundHelper();
                }
            }
            m_Jump = false;
        }
 
 
        private float SlopeMultiplier()
        {
            float angle = Vector3.Angle(m_GroundContactNormal, Vector3.up);
            return movementSettings.SlopeCurveModifier.Evaluate(angle);
        }
 
 
        private void StickToGroundHelper()
        {
            RaycastHit hitInfo;
            if (Physics.SphereCast(transform.position, m_Capsule.radius * (1.0f - advancedSettings.shellOffset), Vector3.down, out hitInfo,
                                   ((m_Capsule.height/2f) - m_Capsule.radius) +
                                   advancedSettings.stickToGroundHelperDistance, Physics.AllLayers, QueryTriggerInteraction.Ignore))
            {
                if (Mathf.Abs(Vector3.Angle(hitInfo.normal, Vector3.up)) < 85f)
                {
                    m_RigidBody.velocity = Vector3.ProjectOnPlane(m_RigidBody.velocity, hitInfo.normal);
                }
            }
        }
 
 
        private Vector2 GetInput()
        {
            
            Vector2 input = new Vector2
                {
                    x = CrossPlatformInputManager.GetAxis("Horizontal"),
                    y = CrossPlatformInputManager.GetAxis("Vertical")
                };
            movementSettings.UpdateDesiredTargetSpeed(input);
            return input;
        }
 
 
        private void RotateView()
        {
            //avoids the mouse looking if the game is effectively paused
            if (Mathf.Abs(Time.timeScale) < float.Epsilon) return;
 
            // get the rotation before it's changed
            float oldYRotation = transform.eulerAngles.y;
 
            mouseLook.LookRotation (transform, cam.transform);
 
            if (m_IsGrounded || advancedSettings.airControl)
            {
                // Rotate the rigidbody velocity to match the new direction that the character is looking
                Quaternion velRotation = Quaternion.AngleAxis(transform.eulerAngles.y - oldYRotation, Vector3.up);
                m_RigidBody.velocity = velRotation*m_RigidBody.velocity;
            }
        }
 
        /// sphere cast down just beyond the bottom of the capsule to see if the capsule is colliding round the bottom
        private void GroundCheck()
        {
            m_PreviouslyGrounded = m_IsGrounded;
            RaycastHit hitInfo;
            if (Physics.SphereCast(transform.position, m_Capsule.radius * (1.0f - advancedSettings.shellOffset), Vector3.down, out hitInfo,
                                   ((m_Capsule.height/2f) - m_Capsule.radius) + advancedSettings.groundCheckDistance, Physics.AllLayers, QueryTriggerInteraction.Ignore))
            {
                m_IsGrounded = true;
                m_GroundContactNormal = hitInfo.normal;
            }
            else
            {
                m_IsGrounded = false;
                m_GroundContactNormal = Vector3.up;
            }
            if (!m_PreviouslyGrounded && m_IsGrounded && m_Jumping)
            {
                m_Jumping = false;
            }
        }
    }
 }

My MouseLook script, also standard assets:

 using System;
 using UnityEngine;
 using UnityStandardAssets.CrossPlatformInput;
 
 namespace UnityStandardAssets.Characters.FirstPerson
 {
     [Serializable]
     public class MouseLook
     {
         public float XSensitivity = 2f;
         public float YSensitivity = 2f;
         public bool clampVerticalRotation = true;
         public float MinimumX = -90F;
         public float MaximumX = 90F;
         public bool smooth;
         public float smoothTime = 5f;
         public bool lockCursor = true;
 
 
         private Quaternion m_CharacterTargetRot;
         private Quaternion m_CameraTargetRot;
         private bool m_cursorIsLocked = true;
 
         public void Init(Transform character, Transform camera)
         {
             m_CharacterTargetRot = character.localRotation;
             m_CameraTargetRot = camera.localRotation;
         }
 
 
         public void LookRotation(Transform character, Transform camera)
         {
             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();
         }
 
         public void SetCursorLock(bool value)
         {
             lockCursor = value;
             if(!lockCursor)
             {//we force unlock the cursor if the user disable the cursor locking helper
                 Cursor.lockState = CursorLockMode.None;
                 Cursor.visible = true;
             }
         }
 
         public void UpdateCursorLock()
         {
             //if the user set "lockCursor" we check & properly lock the cursos
             if (lockCursor)
                 InternalLockUpdate();
         }
 
         private void InternalLockUpdate()
         {
             if(Input.GetKeyUp(KeyCode.Escape))
             {
                 m_cursorIsLocked = false;
             }
             else if(Input.GetMouseButtonUp(0))
             {
                 m_cursorIsLocked = true;
             }
 
             if (m_cursorIsLocked)
             {
                 Cursor.lockState = CursorLockMode.Locked;
                 Cursor.visible = false;
             }
             else if (!m_cursorIsLocked)
             {
                 Cursor.lockState = CursorLockMode.None;
                 Cursor.visible = true;
             }
         }
 
         Quaternion ClampRotationAroundXAxis(Quaternion q)
         {
             q.x /= q.w;
             q.y /= q.w;
             q.z /= q.w;
             q.w = 1.0f;
 
             float angleX = 2.0f * Mathf.Rad2Deg * Mathf.Atan (q.x);
 
             angleX = Mathf.Clamp (angleX, MinimumX, MaximumX);
 
             q.x = Mathf.Tan (0.5f * Mathf.Deg2Rad * angleX);
 
             return q;
         }
 
     }
 }

In the inspector, I see that X Sensitivity and Y Sensitivity are both 2. This works great, like I said, within Unity. But in the WebGL player, it’s super sensitive. Can someone please help? Thanks.

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