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Question by SoMir1 · Aug 30, 2020 at 02:43 PM · movementfps controllerdiagonalheadbob

Head bobbing is faster diagonally

I am making a game for a game jam and I'm writing my own FPS controller, however, the movement was faster diagonally because I am using Horizontal and Vertical axis. I fixed it using Vector3.ClampMagnitude, but my head bobbing script on the camera still bobbs faster when I move diagonally. How can I fix this? Here is my script:

 private float timer = 0.0f;
     public float bobbingSpeed = 0.18f;
     public float bobbingAmount = 0.2f;
     public float midpoint = 2.0f;
     private bool bPos = true;
 
     public AudioSource audioSource;
 
     public AudioClip[] stepSounds;
 
     public PlayerMovement playerMovement;
 
     void Start()
     {
         if(playerMovement == null)
             playerMovement = transform.parent.GetComponent<PlayerMovement>();
         if(audioSource == null)
             audioSource = GetComponent<AudioSource>();
     }
 
     void Update ()
     {
         if(playerMovement.isGrounded == false)
             return;
         float waveslice = 0.0f;
         float horizontal = Input.GetAxis("Horizontal");
         float vertical = Input.GetAxis("Vertical");
         float bobbingFactor = horizontal * horizontal + vertical * vertical;
 
         if(Mathf.Abs(horizontal) == 0 && Mathf.Abs(vertical) == 0)
         {
             timer = 0.0f;
         }
         else
         {
             waveslice = Mathf.Sin(timer);
 
             float footfall = Mathf.Cos(timer);
             if(footfall < 0 && bPos)
             {
                 audioSource.clip = stepSounds[Random.Range(0, stepSounds.Length)];
                 audioSource.Play();
             }
 
             bPos = footfall >= 0;
 
             timer = timer + bobbingSpeed * bobbingFactor * Time.deltaTime;
             if (timer > Mathf.PI * 2)
             {
                 timer = timer - (Mathf.PI * 2);
             }
             
         }
         if(waveslice != 0)
         {
             float translateChange = waveslice * bobbingAmount;
             float totalAxes = Mathf.Abs(horizontal) + Mathf.Abs(vertical);
             totalAxes = Mathf.Clamp(totalAxes, 0.0f, 1.0f);
             translateChange = totalAxes * translateChange;
             Vector3 temp = Vector3.zero;
             temp.y = transform.localPosition.y;
             temp.y = midpoint + translateChange;
             transform.localPosition = temp;
         }
         else
         {
             Vector3 temp = Vector3.zero;
             temp.y = transform.localPosition.y;
             temp.y = midpoint;
             transform.localPosition = temp;
         }
     }
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