I can't look up or down with a custom FPS Controller.,I cant move my FPS camera up or down with this custom script.
Due to the FPS Controller seeming to be broken in Unity now, I started using a custom one by kinifi on GitHub. For some reason though I can't look up or down. I removed the Main Camera so it should of fixed it but no. Is there anything I can change in this script to allow me to look up and down.
using System.Collections; using System.Collections.Generic; using UnityEngine;
[RequireComponent(typeof(Rigidbody))] public class FPS : MonoBehaviour {
 private float speed = 5.0f;
 private float m_MovX;
 private float m_MovY;
 private Vector3 m_moveHorizontal;
 private Vector3 m_movVertical;
 private Vector3 m_velocity;
 private Rigidbody m_Rigid;
 private float m_yRot;
 private float m_xRot;
 private Vector3 m_rotation;
 private Vector3 m_cameraRotation;
 private float m_lookSensitivity = 3.0f;
 private bool m_cursorIsLocked = true;
 [Header("The Camera the player looks through")]
 public Camera m_Camera;
 // Use this for initialization
 private void Start()
 {
     m_Rigid = GetComponent<Rigidbody>();
 }
 // Update is called once per frame
 public void Update()
 {
     m_MovX = Input.GetAxis("Horizontal");
     m_MovY = Input.GetAxis("Vertical");
     m_moveHorizontal = transform.right * m_MovX;
     m_movVertical = transform.forward * m_MovY;
     m_velocity = (m_moveHorizontal + m_movVertical).normalized * speed;
     //mouse movement 
     m_yRot = Input.GetAxisRaw("Mouse X");
     m_rotation = new Vector3(0, m_yRot, 0) * m_lookSensitivity;
     m_xRot = Input.GetAxisRaw("Mouse Y");
     m_cameraRotation = new Vector3(m_xRot, 0, 0) * m_lookSensitivity;
     //apply camera rotation
     //move the actual player here
     if (m_velocity != Vector3.zero)
     {
         m_Rigid.MovePosition(m_Rigid.position + m_velocity * Time.fixedDeltaTime);
     }
     if (m_rotation != Vector3.zero)
     {
         //rotate the camera of the player
         m_Rigid.MoveRotation(m_Rigid.rotation * Quaternion.Euler(m_rotation));
     }
     if (m_Camera != null)
     {
         //negate this value so it rotates like a FPS not like a plane
         m_Camera.transform.Rotate(-m_cameraRotation);
     }
     InternalLockUpdate();
 }
 //controls the locking and unlocking of the mouse
 private void InternalLockUpdate()
 {
     if (Input.GetKeyUp(KeyCode.Escape))
     {
         m_cursorIsLocked = false;
     }
     else if (Input.GetMouseButtonUp(0))
     {
         m_cursorIsLocked = true;
     }
     if (m_cursorIsLocked)
     {
         UnlockCursor();
     }
     else if (!m_cursorIsLocked)
     {
         LockCursor();
     }
 }
 private void UnlockCursor()
 {
     Cursor.lockState = CursorLockMode.Locked;
     Cursor.visible = false;
 }
 private void LockCursor()
 {
     Cursor.lockState = CursorLockMode.None;
     Cursor.visible = true;
 }
 
               } ,Due to the Unity FPS Controller seeming to be broken in Unity now, I am using a custom one by kinifi on GitHub. However I can't look up or down with it. Is there anything I can do to solve this issue, here's the script.
using System.Collections; using System.Collections.Generic; using UnityEngine;
[RequireComponent(typeof(Rigidbody))] public class FPS : MonoBehaviour {
 private float speed = 5.0f;
 private float m_MovX;
 private float m_MovY;
 private Vector3 m_moveHorizontal;
 private Vector3 m_movVertical;
 private Vector3 m_velocity;
 private Rigidbody m_Rigid;
 private float m_yRot;
 private float m_xRot;
 private Vector3 m_rotation;
 private Vector3 m_cameraRotation;
 private float m_lookSensitivity = 3.0f;
 private bool m_cursorIsLocked = true;
 [Header("The Camera the player looks through")]
 public Camera m_Camera;
 // Use this for initialization
 private void Start()
 {
     m_Rigid = GetComponent<Rigidbody>();
 }
 // Update is called once per frame
 public void Update()
 {
     m_MovX = Input.GetAxis("Horizontal");
     m_MovY = Input.GetAxis("Vertical");
     m_moveHorizontal = transform.right * m_MovX;
     m_movVertical = transform.forward * m_MovY;
     m_velocity = (m_moveHorizontal + m_movVertical).normalized * speed;
     //mouse movement 
     m_yRot = Input.GetAxisRaw("Mouse X");
     m_rotation = new Vector3(0, m_yRot, 0) * m_lookSensitivity;
     m_xRot = Input.GetAxisRaw("Mouse Y");
     m_cameraRotation = new Vector3(m_xRot, 0, 0) * m_lookSensitivity;
     //apply camera rotation
     //move the actual player here
     if (m_velocity != Vector3.zero)
     {
         m_Rigid.MovePosition(m_Rigid.position + m_velocity * Time.fixedDeltaTime);
     }
     if (m_rotation != Vector3.zero)
     {
         //rotate the camera of the player
         m_Rigid.MoveRotation(m_Rigid.rotation * Quaternion.Euler(m_rotation));
     }
     if (m_Camera != null)
     {
         //negate this value so it rotates like a FPS not like a plane
         m_Camera.transform.Rotate(-m_cameraRotation);
     }
     InternalLockUpdate();
 }
 //controls the locking and unlocking of the mouse
 private void InternalLockUpdate()
 {
     if (Input.GetKeyUp(KeyCode.Escape))
     {
         m_cursorIsLocked = false;
     }
     else if (Input.GetMouseButtonUp(0))
     {
         m_cursorIsLocked = true;
     }
     if (m_cursorIsLocked)
     {
         UnlockCursor();
     }
     else if (!m_cursorIsLocked)
     {
         LockCursor();
     }
 }
 private void UnlockCursor()
 {
     Cursor.lockState = CursorLockMode.Locked;
     Cursor.visible = false;
 }
 private void LockCursor()
 {
     Cursor.lockState = CursorLockMode.None;
     Cursor.visible = true;
 }
 
               }
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