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Question by Soraphis · Oct 23, 2015 at 03:30 PM · mousewebglbrowser

WebGl Mouse Controlls and Browser Behavior

Hi im building an RTS like Game and i want to release it to WebGL. It should be possible to controll the camera in the game like you controll the camera in the unity-editor scene-view.

in the unity editor my script works just fine, but the browsers behave all different. Camera Controlls feel slow and heavy.

Input.GetAxis("Mouse X")

  • Chrome: -1 < x < 1

  • Firefox: if you are fast enough you can get higher than 15
    • i dont think it grows linear

  • Unity Editor: similar to Firefox, values up to 12 can be reached (maybe higher)
    • grows more linear than Firefox (i think) but not that strong

Scrolling (zooming in my game) is the other extreme either full in or full out

Input.GetAxis("Mouse ScrollWheel")

  • Chrome and Firefox: 0.5 per tick

  • Unity Editor: 0.1 per tick


Unity Personal 5.2.1f1

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Answer by Soraphis · Oct 25, 2015 at 05:05 PM

For everyone having the same issues for webgl projects: I solved it with this workaround:

 var AxisMouseX = (Input.mousePosition.x - LastMousePosition.x) / Screen.width / Time.deltaTime;
 var AxisMouseY = (Input.mousePosition.y - LastMousePosition.y) / Screen.height / Time.deltaTime;
 LastMousePosition = Input.mousePosition;

so i use AxisMouseX instead of Input.GetAxis("Mouse X")

to fix the scroll wheel i've hardcoded 0.1 (not clean, but works)

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