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My character suddenly stopped looking up/down
I had somehow duplicated the player, and deleting the copy fixed it.
My player suddenly stopped being able to look up/down at 4126 objects. Here's my code: 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;
}
}
}
I also get this error when I click play:
Here are some of my other codes that may have something to do with it: FPC: using System; using UnityEngine; using UnityStandardAssets.CrossPlatformInput; using UnityStandardAssets.Utility; using Random = UnityEngine.Random;
namespace UnityStandardAssets.Characters.FirstPerson
{
[RequireComponent(typeof (CharacterController))]
[RequireComponent(typeof (AudioSource))]
public class FirstPersonController : MonoBehaviour
{
[SerializeField] private bool m_IsWalking;
[SerializeField] private float m_WalkSpeed;
[SerializeField] private float m_RunSpeed;
[SerializeField] [Range(0f, 1f)] private float m_RunstepLenghten;
[SerializeField] private float m_JumpSpeed;
[SerializeField] private float m_StickToGroundForce;
[SerializeField] private float m_GravityMultiplier;
[SerializeField] private MouseLook m_MouseLook;
[SerializeField] private bool m_UseFovKick;
[SerializeField] private FOVKick m_FovKick = new FOVKick();
[SerializeField] private bool m_UseHeadBob;
[SerializeField] private CurveControlledBob m_HeadBob = new CurveControlledBob();
[SerializeField] private LerpControlledBob m_JumpBob = new LerpControlledBob();
[SerializeField] private float m_StepInterval;
[SerializeField] private AudioClip[] m_FootstepSounds; // an array of footstep sounds that will be randomly selected from.
[SerializeField] private AudioClip m_JumpSound; // the sound played when character leaves the ground.
[SerializeField] private AudioClip m_LandSound; // the sound played when character touches back on ground.
private Camera m_Camera;
private bool m_Jump;
private float m_YRotation;
private Vector2 m_Input;
private Vector3 m_MoveDir = Vector3.zero;
private CharacterController m_CharacterController;
private CollisionFlags m_CollisionFlags;
private bool m_PreviouslyGrounded;
private Vector3 m_OriginalCameraPosition;
private float m_StepCycle;
private float m_NextStep;
private bool m_Jumping;
private AudioSource m_AudioSource;
// Use this for initialization
private void Start()
{
m_CharacterController = GetComponent<CharacterController>();
m_Camera = Camera.main;
m_OriginalCameraPosition = m_Camera.transform.localPosition;
m_FovKick.Setup(m_Camera);
m_HeadBob.Setup(m_Camera, m_StepInterval);
m_StepCycle = 0f;
m_NextStep = m_StepCycle/2f;
m_Jumping = false;
m_AudioSource = GetComponent<AudioSource>();
m_MouseLook.Init(transform , m_Camera.transform);
}
// Update is called once per frame
private void Update()
{
RotateView();
// the jump state needs to read here to make sure it is not missed
if (!m_Jump)
{
m_Jump = CrossPlatformInputManager.GetButtonDown("Jump");
}
if (!m_PreviouslyGrounded && m_CharacterController.isGrounded)
{
StartCoroutine(m_JumpBob.DoBobCycle());
PlayLandingSound();
m_MoveDir.y = 0f;
m_Jumping = false;
}
if (!m_CharacterController.isGrounded && !m_Jumping && m_PreviouslyGrounded)
{
m_MoveDir.y = 0f;
}
m_PreviouslyGrounded = m_CharacterController.isGrounded;
}
private void PlayLandingSound()
{
m_AudioSource.clip = m_LandSound;
m_AudioSource.Play();
m_NextStep = m_StepCycle + .5f;
}
private void FixedUpdate()
{
float speed;
GetInput(out speed);
// always move along the camera forward as it is the direction that it being aimed at
Vector3 desiredMove = transform.forward*m_Input.y + transform.right*m_Input.x;
// get a normal for the surface that is being touched to move along it
RaycastHit hitInfo;
Physics.SphereCast(transform.position, m_CharacterController.radius, Vector3.down, out hitInfo,
m_CharacterController.height/2f, Physics.AllLayers, QueryTriggerInteraction.Ignore);
desiredMove = Vector3.ProjectOnPlane(desiredMove, hitInfo.normal).normalized;
m_MoveDir.x = desiredMove.x*speed;
m_MoveDir.z = desiredMove.z*speed;
if (m_CharacterController.isGrounded)
{
m_MoveDir.y = -m_StickToGroundForce;
if (m_Jump)
{
m_MoveDir.y = m_JumpSpeed;
PlayJumpSound();
m_Jump = false;
m_Jumping = true;
}
}
else
{
m_MoveDir += Physics.gravity*m_GravityMultiplier*Time.fixedDeltaTime;
}
m_CollisionFlags = m_CharacterController.Move(m_MoveDir*Time.fixedDeltaTime);
ProgressStepCycle(speed);
UpdateCameraPosition(speed);
m_MouseLook.UpdateCursorLock();
}
private void PlayJumpSound()
{
m_AudioSource.clip = m_JumpSound;
m_AudioSource.Play();
}
private void ProgressStepCycle(float speed)
{
if (m_CharacterController.velocity.sqrMagnitude > 0 && (m_Input.x != 0 || m_Input.y != 0))
{
m_StepCycle += (m_CharacterController.velocity.magnitude + (speed*(m_IsWalking ? 1f : m_RunstepLenghten)))*
Time.fixedDeltaTime;
}
if (!(m_StepCycle > m_NextStep))
{
return;
}
m_NextStep = m_StepCycle + m_StepInterval;
PlayFootStepAudio();
}
private void PlayFootStepAudio()
{
if (!m_CharacterController.isGrounded)
{
return;
}
// pick & play a random footstep sound from the array,
// excluding sound at index 0
int n = Random.Range(1, m_FootstepSounds.Length);
m_AudioSource.clip = m_FootstepSounds[n];
m_AudioSource.PlayOneShot(m_AudioSource.clip);
// move picked sound to index 0 so it's not picked next time
m_FootstepSounds[n] = m_FootstepSounds[0];
m_FootstepSounds[0] = m_AudioSource.clip;
}
private void UpdateCameraPosition(float speed)
{
Vector3 newCameraPosition;
if (!m_UseHeadBob)
{
return;
}
if (m_CharacterController.velocity.magnitude > 0 && m_CharacterController.isGrounded)
{
m_Camera.transform.localPosition =
m_HeadBob.DoHeadBob(m_CharacterController.velocity.magnitude +
(speed*(m_IsWalking ? 1f : m_RunstepLenghten)));
newCameraPosition = m_Camera.transform.localPosition;
newCameraPosition.y = m_Camera.transform.localPosition.y - m_JumpBob.Offset();
}
else
{
newCameraPosition = m_Camera.transform.localPosition;
newCameraPosition.y = m_OriginalCameraPosition.y - m_JumpBob.Offset();
}
m_Camera.transform.localPosition = newCameraPosition;
}
private void GetInput(out float speed)
{
// Read input
float horizontal = CrossPlatformInputManager.GetAxis("Horizontal");
float vertical = CrossPlatformInputManager.GetAxis("Vertical");
bool waswalking = m_IsWalking;
#if !MOBILE_INPUT
// On standalone builds, walk/run speed is modified by a key press.
// keep track of whether or not the character is walking or running
m_IsWalking = !Input.GetKey(KeyCode.LeftShift);
#endif
// set the desired speed to be walking or running
speed = m_IsWalking ? m_WalkSpeed : m_RunSpeed;
m_Input = new Vector2(horizontal, vertical);
// normalize input if it exceeds 1 in combined length:
if (m_Input.sqrMagnitude > 1)
{
m_Input.Normalize();
}
// handle speed change to give an fov kick
// only if the player is going to a run, is running and the fovkick is to be used
if (m_IsWalking != waswalking && m_UseFovKick && m_CharacterController.velocity.sqrMagnitude > 0)
{
StopAllCoroutines();
StartCoroutine(!m_IsWalking ? m_FovKick.FOVKickUp() : m_FovKick.FOVKickDown());
}
}
private void RotateView()
{
m_MouseLook.LookRotation (transform, m_Camera.transform);
}
private void OnControllerColliderHit(ControllerColliderHit hit)
{
Rigidbody body = hit.collider.attachedRigidbody;
//dont move the rigidbody if the character is on top of it
if (m_CollisionFlags == CollisionFlags.Below)
{
return;
}
if (body == null || body.isKinematic)
{
return;
}
body.AddForceAtPosition(m_CharacterController.velocity*0.1f, hit.point, ForceMode.Impulse);
}
}
}
HeadBob:
using System;
using UnityEngine;
using UnityStandardAssets.Utility;
namespace UnityStandardAssets.Characters.FirstPerson
{
public class HeadBob : MonoBehaviour
{
public Camera Camera;
public CurveControlledBob motionBob = new CurveControlledBob();
public LerpControlledBob jumpAndLandingBob = new LerpControlledBob();
public RigidbodyFirstPersonController rigidbodyFirstPersonController;
public float StrideInterval;
[Range(0f, 1f)] public float RunningStrideLengthen;
// private CameraRefocus m_CameraRefocus;
private bool m_PreviouslyGrounded;
private Vector3 m_OriginalCameraPosition;
private void Start()
{
motionBob.Setup(Camera, StrideInterval);
m_OriginalCameraPosition = Camera.transform.localPosition;
// m_CameraRefocus = new CameraRefocus(Camera, transform.root.transform, Camera.transform.localPosition);
}
private void Update()
{
// m_CameraRefocus.GetFocusPoint();
Vector3 newCameraPosition;
if (rigidbodyFirstPersonController.Velocity.magnitude > 0 && rigidbodyFirstPersonController.Grounded)
{
Camera.transform.localPosition = motionBob.DoHeadBob(rigidbodyFirstPersonController.Velocity.magnitude*(rigidbodyFirstPersonController.Running ? RunningStrideLengthen : 1f));
newCameraPosition = Camera.transform.localPosition;
newCameraPosition.y = Camera.transform.localPosition.y - jumpAndLandingBob.Offset();
}
else
{
newCameraPosition = Camera.transform.localPosition;
newCameraPosition.y = m_OriginalCameraPosition.y - jumpAndLandingBob.Offset();
}
Camera.transform.localPosition = newCameraPosition;
if (!m_PreviouslyGrounded && rigidbodyFirstPersonController.Grounded)
{
StartCoroutine(jumpAndLandingBob.DoBobCycle());
}
m_PreviouslyGrounded = rigidbodyFirstPersonController.Grounded;
// m_CameraRefocus.SetFocusPoint();
}
}
}
RigidBodyController:
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;
}
}
}
}
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