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Question by Sinci1 · Jul 22, 2017 at 04:36 PM · c#cameracamera-movement

*Please help, my first person camera goes all over the place after enabling weapon collider*

Hello, I have a first person script, and it work good, but however if i enable another collider, then it acts all crazy? also i have tried disabling the script of the first person camera, and then the crazy movement stops, but when i enable it again it goes again. Meaning that it not a collider issue. Here is a GIF of the problem And here is the script of the first person camera :

      using System.Collections;
      using System.Collections.Generic;
      using UnityEngine;
      
      public class ScanningRobotTestCamera : MonoBehaviour {
          //ThirdPersonCamStuff VVVVVVVVVVVVVVVVVVVVVVVVVVVV
          public const float Y_AXIS_MIN = 0.00f;
          public const float Y_AXIS_MAX = 50.00f;
          [Space]
          [Header("ThirdPlayerCamStuff")]
          
          public Transform LookAtTarget;
          public Transform CameraTransform;
          
          private Camera cam;
          
          public float Speed;
          public float distance;
          public float currentX;
          public float currentY;
          public float sensetivityX;
          public float sensetivityY;
          public bool Once;
          public bool SecondOnce;
          //ThirdPersonCamStuff ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
          //FirstPersonCamStuff VVVVVVVVVVVVVVVVVVVVVVVVVVVVVV
          [Space]
          [Header("FirstPlayerCamStuff")]
          public float ClampFirstPersonMin;
          public float ClampFirstPersonMax;
          public GameObject Arms;
          public GameObject RobotModel;
          public GameObject PlayerMdel;
          
          public Vector2 MouseLook;
          public Vector2 SmoothV;
          public float sensitivity;
          public float smoothing;
          public Vector2 md;
          public bool Escape;
          public GameObject Character;
          public GameObject NormalParent;
          //FirstPersonCamStuff^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
          
          [Space]
          [Header("Other")]
          public string ChangeCamsKey;
          public int DiffrentCamsNumber;
          public int NumberOfDiffrentCams;
          public enum DiffrentCams{FirstPerson,ThirdPerson};
          public DiffrentCams DiffCams;
          
          // Use this for initialization
          void Start () {
              
              CameraTransform = transform;
          }
          
          
          
          
          
          
          
          
          void Update(){
              if (Input.GetKeyDown(ChangeCamsKey)){
                  if (DiffrentCamsNumber == NumberOfDiffrentCams){
                      DiffrentCamsNumber = 0;
                  }
                  DiffrentCamsNumber += 1;
                  if (DiffrentCamsNumber == 1){
                      DiffCams = DiffrentCams.FirstPerson;
                  }
                  if (DiffrentCamsNumber == 2){
                      DiffCams = DiffrentCams.ThirdPerson;
                  }
              }
              
              
              
              
              
              //FirstPersonCamStuff VVVVVVVVVVVVVVVVVVVVVVVVVVVVVV
              if(DiffCams == DiffrentCams.FirstPerson){
                  Arms.transform.parent = transform;
                  RobotModel.GetComponent<MeshRenderer>().shadowCastingMode = UnityEngine.Rendering.ShadowCastingMode.ShadowsOnly;
                  if(!SecondOnce){
                      //                transform.localEulerAngles = Vector3.zero;
                      Arms.transform.localEulerAngles = new Vector3(0,0,Arms.transform.localEulerAngles.z);
                      SecondOnce=true;
                  }
                  Once=false;
                  gameObject.transform.parent = Character.transform;
                  gameObject.transform.localPosition = new Vector3(0,2.6399991f,0);
                  md = new Vector2(Input.GetAxisRaw("Mouse X"),Input.GetAxisRaw("Mouse Y")); 
                  print (md);
                  md = Vector2.Scale(md,new Vector2(sensitivity * smoothing, sensitivity * smoothing));
                  SmoothV.x = Mathf.Lerp (SmoothV.x, md.x, 1f / smoothing);
                  SmoothV.y = Mathf.Lerp (SmoothV.y, md.y, 1f / smoothing);
                  MouseLook += SmoothV;
                  MouseLook.y = Mathf.Clamp (MouseLook.y, ClampFirstPersonMin,ClampFirstPersonMax);
                  Arms.transform.localPosition = new Vector3(-1.85f,-2,1.31f);
                  transform.localRotation = Quaternion.AngleAxis (-MouseLook.y, Vector3.right);
                  Character.transform.localRotation = Quaternion.AngleAxis (MouseLook.x,Character.transform.up);
              }//FirstPersonCamStuff^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
              //ThirdPersonCamStuff VVVVVVVVVVVVVVVVVVVVVVVVVVVV
              if(DiffCams == DiffrentCams.ThirdPerson){
                  Arms.transform.parent = PlayerMdel.transform;
                  RobotModel.GetComponent<MeshRenderer>().shadowCastingMode = UnityEngine.Rendering.ShadowCastingMode.On;
                  Arms.transform.localPosition = Vector3.zero;
                  if(!Once){
                      MouseLook.y = 0;
                      Arms.transform.localEulerAngles = Vector3.zero;
                      Once=true;
                  }
                  SecondOnce=false;
                  gameObject.transform.parent = NormalParent.transform;
                  
                  transform.localRotation = Quaternion.AngleAxis (-MouseLook.y, Vector3.right);
                  //        Character.transform.localRotation = Quaternion.AngleAxis (MouseLook.x,Character.transform.up);
                  if(Input.GetKey(KeyCode.Mouse1)){
                      print(Vector3.back);
                      currentY +=    Input.GetAxis("Mouse Y") * Speed;
                      currentX +=    Input.GetAxis("Mouse X") * Speed;
                      currentY = Mathf.Clamp (currentY, Y_AXIS_MIN, Y_AXIS_MAX);
                  }}//ThirdPersonCamStuff ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
          }
          
          // Update is called once per frame
          void LateUpdate () {
              //ThirdPersonCamStuff VVVVVVVVVVVVVVVVVVVVVVVVVVVV
              if (DiffCams == DiffrentCams.ThirdPerson) {
                  Vector3 dir = new Vector3 (0, 0, -distance);
                  Quaternion rotation = Quaternion.Euler (currentY, currentX, 0);
                  CameraTransform.position = LookAtTarget.position + rotation * dir;
                  CameraTransform.LookAt (LookAtTarget);
              }//ThirdPersonCamStuff ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
          }
      }

Please help i cannot continue because of this problem

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