Wayback Machinekoobas.hobune.stream
May JUN Jul
Previous capture 12 Next capture
2021 2022 2023
1 capture
12 Jun 22 - 12 Jun 22
sparklines
Close Help
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
  • Asset Store
  • Get Unity

UNITY ACCOUNT

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account
  • Blog
  • Forums
  • Answers
  • Evangelists
  • User Groups
  • Beta Program
  • Advisory Panel

Navigation

  • Home
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
    • Blog
    • Forums
    • Answers
    • Evangelists
    • User Groups
    • Beta Program
    • Advisory Panel

Unity account

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account

Language

  • Chinese
  • Spanish
  • Japanese
  • Korean
  • Portuguese
  • Ask a question
  • Spaces
    • Default
    • Help Room
    • META
    • Moderators
    • Topics
    • Questions
    • Users
    • Badges
  • Home /
avatar image
0
Question by varie-tea · May 06, 2016 at 05:19 PM · camera rotatecamera-lookscene loadcamera rotation

Problem with Unity’s FPSController camera

Hello,

I have this problem with Unity’s FPSController camera:

I rotate the camera to face a certain way in the editor. When I first enter play mode or load the scene (in play mode) the camera jerks/jumps.

An example: I want the player to look down when they enter the scene, so I rotate the camera 90 degrees down (90, 0, 0). When I enter play mode the camera jerks and its rotation is off (89.90512, 6.462397e-12, 0)!

Please help, this is a game breaking bug for me!

Thanks!

Comment
Add comment
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

2 Replies

· Add your reply
  • Sort: 
avatar image
0

Answer by FortisVenaliter · May 06, 2016 at 05:43 PM

The reason for this is the way cursors are handled for cameras in this way. What happens behind the scene is the cursor is locked to the center of the screen. Each frame, the engine takes the amount of movement from the center and applies that to the input axes you query, then resets the mouse to the center of the screen. On the first frame of your game though, the mouse isn't anywhere near the center of the screen, so it sees that as a massive quick jerky move, and applies it as such. The best way to correct it would be to disable the mouselook script for the first few frames which, being a fraction of a second, should be unnoticable to players, and will eliminate the jerk motion.

Comment
Add comment · Show 4 · Share
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users
avatar image varie-tea · May 06, 2016 at 06:09 PM 0
Share

Thanks for the quick reply, but it didn’t work.

Here’s what the situation is now: I disabled the FirstPersonController script on the prefab. It gets enabled via an Invoke that gets called .1 seconds after Start. Now the jerk happens when I first move the cursor.

Thanks again!

avatar image FortisVenaliter varie-tea · May 06, 2016 at 06:21 PM 0
Share

Okay, so you might want to manually center the mouse when the game starts. The Input class has a static function that allows you to set the mouse position.

avatar image varie-tea FortisVenaliter · May 06, 2016 at 09:02 PM 0
Share

I’m not sure what static function you mean, the only thing I could find is this static variable http://docs.unity3d.com/ScriptReference/Input-mousePosition.html, but it’s read only. Thanks!

Show more comments
avatar image
0

Answer by varie-tea · May 06, 2016 at 11:30 PM

@FortisVenaliter

Clamping the yRot and xRot worked! I’ve figured out how to get rid of the jerk and still be able to “whip” the camera!

For anyone who also has this problem, here’s the modified code:

 using System;
 using UnityEngine;
 using UnityStandardAssets.CrossPlatformInput;
 
 namespace UnityStandardAssets.Characters.FirstPerson
 {
     [Serializable]
     public class MouseLook
     {
         public float XSensitivity = 2f;
         public float YSensitivity = 2f;
         public bool clampVerticalRotation = true;
         public float MinimumX = -90F;
         public float MaximumX = 90F;
         public bool smooth;
         public float smoothTime = 5f;
 
 
         private Quaternion m_CharacterTargetRot;
         private Quaternion m_CameraTargetRot;
         private bool clamped = true;
 
         public void Init(Transform character, Transform camera)
         {
             m_CharacterTargetRot = character.localRotation;
             m_CameraTargetRot = camera.localRotation;
         }
 
 
         public void LookRotation(Transform character, Transform camera)
         {
             float yRot = CrossPlatformInputManager.GetAxis("Mouse X") * XSensitivity;
             float xRot = CrossPlatformInputManager.GetAxis("Mouse Y") * YSensitivity;
 
             if(clamped)
             {
                 if(yRot != 0) yRot = 0;
                 if(yRot != 0) yRot = 0;
             }
 
             if(yRot != 0 || xRot != 0)
             {
                 clamped = false;
             }
 
             m_CharacterTargetRot *= Quaternion.Euler (0f, yRot, 0f);
             m_CameraTargetRot *= Quaternion.Euler (-xRot, 0f, 0f);
 
             if(clampVerticalRotation)
                 m_CameraTargetRot = ClampRotationAroundXAxis (m_CameraTargetRot);
 
             if(smooth)
             {
                 character.localRotation = Quaternion.Slerp (character.localRotation, m_CharacterTargetRot,
                     smoothTime * Time.deltaTime);
                 camera.localRotation = Quaternion.Slerp (camera.localRotation, m_CameraTargetRot,
                     smoothTime * Time.deltaTime);
             }
             else
             {
                 character.localRotation = m_CharacterTargetRot;
                 camera.localRotation = m_CameraTargetRot;
             }
         }
 
 
         Quaternion ClampRotationAroundXAxis(Quaternion q)
         {
             q.x /= q.w;
             q.y /= q.w;
             q.z /= q.w;
             q.w = 1.0f;
 
             float angleX = 2.0f * Mathf.Rad2Deg * Mathf.Atan (q.x);
 
             angleX = Mathf.Clamp (angleX, MinimumX, MaximumX);
 
             q.x = Mathf.Tan (0.5f * Mathf.Deg2Rad * angleX);
 
             return q;
         }
 
     }
 }

BTW I couldn’t find anything like SetMousePosition(), maybe the static function you were thinking of is from an older version of Unity?

Comment
Add comment · Show 1 · Share
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users
avatar image FortisVenaliter · May 13, 2016 at 08:12 PM 0
Share

I guess it must have been... I just looked and I couldn't find it either. Dunno, maybe I just made it up in a dream or something.

Your answer

Hint: You can notify a user about this post by typing @username

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Follow this Question

Answers Answers and Comments

41 People are following this question.

avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image

Related Questions

Camera movement according to rotation and actual position RTS 1 Answer

camera zoom 1 Answer

Camera rotation 0 Answers

How to allow camera to complete an upside down rotation while using LookAt() 0 Answers

Camera gets stuck when cursor is locked 0 Answers


Enterprise
Social Q&A

Social
Subscribe on YouTube social-youtube Follow on LinkedIn social-linkedin Follow on Twitter social-twitter Follow on Facebook social-facebook Follow on Instagram social-instagram

Footer

  • Purchase
    • Products
    • Subscription
    • Asset Store
    • Unity Gear
    • Resellers
  • Education
    • Students
    • Educators
    • Certification
    • Learn
    • Center of Excellence
  • Download
    • Unity
    • Beta Program
  • Unity Labs
    • Labs
    • Publications
  • Resources
    • Learn platform
    • Community
    • Documentation
    • Unity QA
    • FAQ
    • Services Status
    • Connect
  • About Unity
    • About Us
    • Blog
    • Events
    • Careers
    • Contact
    • Press
    • Partners
    • Affiliates
    • Security
Copyright © 2020 Unity Technologies
  • Legal
  • Privacy Policy
  • Cookies
  • Do Not Sell My Personal Information
  • Cookies Settings
"Unity", Unity logos, and other Unity trademarks are trademarks or registered trademarks of Unity Technologies or its affiliates in the U.S. and elsewhere (more info here). Other names or brands are trademarks of their respective owners.
  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges