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Question by Undead GameDev · Jan 07, 2016 at 11:06 AM · fpsrotatecamera rotatefirst person shooter

First Person (FPS) Camera and Player Rotation - BROKEN

I have a mixamo rigged model, whose head bone rotation is set to the camera rotation (Mouse X and Mouse Y). However, when the player rotates the camera in the x direction, I need the body to follow. As is, the body rotates slowly even though the mouse is not moving.

Here is the MouseLook script, attached to Main Camera which is a child of my player:

 void Update ()
     {
         if (axes == RotationAxes.MouseXAndY)
         {
             if (Input.GetAxis ("Mouse X") != 0) {
                 rotationX += /*transform.localEulerAngles.y +*/ Input.GetAxis("Mouse X") * sensitivityX;
                 rotationX = Mathf.Clamp (rotationX, minimumX, maximumX);
             }
             
             rotationY += Input.GetAxis("Mouse Y") * sensitivityY;
             rotationY = Mathf.Clamp (rotationY, minimumY, maximumY);
             
             transform.localEulerAngles = new Vector3(-rotationY, rotationX, 0);
         }
 }

And here is my HeadRotate script, attached to the player (parent object):

     public Transform[] boneTransform = new Transform[1];
     private float angle=0;
     private float tempYRot;    
 
     void Start() {
         tempYRot = transform.rotation.y;
     }
     
     void Update() {
         if (Input.GetAxis("Mouse X") != 0) {
             tempYRot = boneTransform[0].rotation.y;
         }
     }
     
     void LateUpdate() {
 
         boneTransform[0].rotation = Camera.main.transform.rotation;//Head
         
         if (transform.rotation.y != tempYRot) {
             float rotFactor = transform.rotation.y;
             transform.Rotate (0f, Camera.main.transform.rotation.y - rotFactor, 0f, Space.World);
         }
     }
 }

Help would be GREATLY appreciated, and let me know if you need more info.

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