Wayback Machinekoobas.hobune.stream
May JUN Jul
Previous capture 13 Next capture
2021 2022 2023
1 capture
13 Jun 22 - 13 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 seven24u · Feb 12, 2021 at 05:51 PM · 3dfpscamera rotateinverted

When i look around in my FPS my controls get inverted and rotate with the camera!!!,

while i was making my fps in unity 2019.4.17f1 i stumbled upon a problem, when i turned around my movement controls got flipped according to the axis i was looking at. Here is the code (i used a brackeys tutorial so there is a look script and a movement script). Movement Script: using System.Collections; using System.Collections.Generic; using UnityEngine;

public class PlayerMovement : MonoBehaviour { public CharacterController controller;

 public float speed = 12f;
 public float gravity = -9.81f;
 public float jumpHeight = 3f;

 public Transform GroundCheck;
 public float groundDistance = 0.4f;
 public LayerMask groundMask;

 Vector3 velocity;
 bool isGrounded;

 // Update is called once per frame
 void Update()
 {
     isGrounded = Physics.CheckSphere(GroundCheck.position, groundDistance, groundMask);

     if(isGrounded && velocity.y < 0)
     {
         velocity.y = -2f;
     }

     float x = Input.GetAxis("Horizontal");
     float z = Input.GetAxis("Vertical");


     Vector3 move = transform.right * x + transform.forward * z;

     controller.Move(move * speed * Time.deltaTime);

     if(Input.GetButtonDown("Jump") && isGrounded)
     {
         velocity.y = Mathf.Sqrt(jumpHeight * -2f * gravity);
     }

     velocity.y += gravity * Time.deltaTime;

     controller.Move(velocity * Time.deltaTime);
 }

}

Looking Script: using System.Collections; using System.Collections.Generic; using UnityEngine;

public class MouseLook : MonoBehaviour { public float mouseSpeed = 100f; public Transform playerBody; float xRotation = 0f; float yRotation = 0f;

 void Start()
 {
     Cursor.lockState = CursorLockMode.Locked;
 }
 void Update()
 {
     float mouseX = Input.GetAxis("Mouse X") * mouseSpeed * Time.deltaTime;
     float mouseY = Input.GetAxis("Mouse Y") * mouseSpeed * Time.deltaTime;


     xRotation -= mouseY;
     xRotation = Mathf.Clamp(xRotation, -90f, 90f);
     yRotation += mouseX;
     transform.localRotation = Quaternion.Euler(xRotation, yRotation, 0f);


 }

}

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

2 Replies

· Add your reply
  • Sort: 
avatar image
0

Answer by VoidPhoenix96 · Feb 13, 2021 at 12:12 AM

I think the problem might be in your camera script. You added yRotation += mouseX I don’t see that in brackeys’ script In the video.

Comment
Add comment · 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
0

Answer by $$anonymous$$ · Feb 13, 2021 at 01:24 AM

Just with a quick glance, I see you may want/need to base your movement off the camera's rotation. If so, try making a variable for your MouseLook script at the top of your 'PlayerMovement' script and get reference to it via inspector or assigning it at the start:

 MouseLook mouseLook;
 
 Start(){
    mouseLook = FindObjectOfType<MouseLook>(); //or something like this, so it isn't null
 }

then, you can modify that move calculation after the fact and apply the camera's rotation, like so:

  ...
     Vector3 move = transform.right * x + transform.forward * z;
     move = mouseLook.transform.rotation * move;  // <--- add this
     controller.Move(move * speed + Time.deltaTime);
 ...

I hope this helps / is somewhat what you were looking for.

Comment
Add comment · 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

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

176 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 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 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 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 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 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

Camera cuts to behind player as I rotate around 1 Answer

How to create a stationary weapon FPS controller ? 2 Answers

how to make it so that when I get all targets with target code a win screen pops up 0 Answers

Camera rotation on z axis 2 Answers

3d Mask on GUI Texture, its possible? 0 Answers


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