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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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