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Question by fjalla · Jun 21, 2013 at 01:03 PM · camerarotationcharacterrotatecamera-look

Rotating a camera that has MouseLook.cs attached

Hi.

I've got a rotate script that rotates my player towards the gravity directio, so you always walk on the "ground"

It worked without the MouseLook script, but with it it doesn't work.

The script always seems to snap the character back to the original rotation. I've edited it a bit but it doesn't work anyway.

(The modified MouseLook (MouseLookNew.cs):)

 using UnityEngine;
 using System.Collections;
 
 /// MouseLook rotates the transform based on the mouse delta.
 /// Minimum and Maximum values can be used to constrain the possible rotation
 
 /// To make an FPS style character:
 /// - Create a capsule.
 /// - Add the MouseLook script to the capsule.
 ///   -> Set the mouse look to use LookX. (You want to only turn character but not tilt it)
 /// - Add FPSInputController script to the capsule
 ///   -> A CharacterMotor and a CharacterController component will be automatically added.
 
 /// - Create a camera. Make the camera a child of the capsule. Reset it's transform.
 /// - Add a MouseLook script to the camera.
 ///   -> Set the mouse look to use LookY. (You want the camera to tilt up and down like a head. The character already turns.)
 [AddComponentMenu("Camera-Control/Mouse Look")]
 public class MouseLookNew : MonoBehaviour {
 
     public enum RotationAxes { MouseXAndY = 0, MouseX = 1, MouseY = 2 }
     public RotationAxes axes = RotationAxes.MouseXAndY;
     public float sensitivityX = 15F;
     public float sensitivityY = 15F;
 
     public float minimumX = -360F;
     public float maximumX = 360F;
 
     public float minimumY = -60F;
     public float maximumY = 60F;
 
     public float rotationY = 0F;
     public float rotationX = 0F;
 
     void LateUpdate ()
     {
         if (axes == RotationAxes.MouseXAndY)
         {        
             rotationY += Input.GetAxis("Mouse Y") * sensitivityY;
             rotationY = Mathf.Clamp (rotationY, minimumY, maximumY);
             
             rotationX += Input.GetAxis("Mouse X") * sensitivityX;
             rotationX = Mathf.Clamp (rotationX, minimumX, maximumX);
             
             transform.localEulerAngles = new Vector3(-rotationY, rotationX, 0);
         }
         else if (axes == RotationAxes.MouseX)
         {
             rotationX += Input.GetAxis("Mouse X") * sensitivityX;
             rotationX = Mathf.Clamp (rotationX, minimumX, maximumX);
             //EDITED HERE
             //transform.localEulerAngles = new Vector3(transform.localEulerAngles.x, rotationX, 0);

             transform.rotation = Quaternion.AngleAxis(rotationX, Vector3.up);
         }
         else if (axes == RotationAxes.MouseY)
         {
             rotationY += Input.GetAxis("Mouse Y") * sensitivityY;
             rotationY = Mathf.Clamp (rotationY, minimumY, maximumY);
             
             transform.localEulerAngles = new Vector3(-rotationY, transform.localEulerAngles.y, 0);
             
         }
     }
     
     void Start ()
     {
         // Make the rigid body not change rotation
         if (rigidbody)
             rigidbody.freezeRotation = true;
     }
 }


The player only uses MouseX so I only needed to edit that.

Thanks.

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