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Question by DerEyve · Nov 19, 2020 at 09:54 PM · camera rotatecamera-look

Camera glance view (free look) localRotation lock

Hello, I'm trying to add a glance view for my fps game. I currently have this code, but when im activating the glance mode (Left- or RightAlt) it'll lock and won't rotate. Im using two cameras; fpvCamera for the normal player view and the glanceCamera for the glance view which localRotation get updated on every x and y mouse movement.

 float t_input = Input.GetAxis("Mouse X") * xSensitivity * Time.deltaTime;
 Quaternion t_adj = Quaternion.AngleAxis(t_input, Vector3.up);
     
 bool glancing = Input.GetKey(KeyCode.LeftAlt) || Input.GetKey(KeyCode.RightAlt);
 bool isGlancing = glancing;
     
 if (isGlancing)
 {
     Quaternion t_delta = glanceCamera.localRotation * t_adj;
     fpvCamera.gameObject.SetActive(false);
     glanceCamera.gameObject.SetActive(true);
     glanceCamera.localRotation = t_delta;
 }
 else
 {
     Quaternion t_delta = player.localRotation * t_adj;
     fpvCamera.gameObject.SetActive(true);
     glanceCamera.gameObject.SetActive(false);
     player.localRotation = glanceCamera.localRotation = t_delta;
 }

If it helps here is the whole file code:

 using UnityEngine;
 
 namespace Player
 {
     public class PlayerLook : MonoBehaviour
     {
         public static bool isCursorLocked;
         
         public Transform player;
         public Transform fpvCamera;
         public Transform glanceCamera;
 
         public float xSensitivity;
         public float ySensitivity;
         public float maxAngle;
 
         private Quaternion camCenter;
 
         private void Start()
         {
             fpvCamera.gameObject.SetActive(true);
             glanceCamera.gameObject.SetActive(true);
             camCenter = fpvCamera.localRotation;
         }
 
         private void Update()
         {
             SetY();
             SetX();
             
             UpdateCursorLock();
         }
 
         private void SetY()
         {
             float t_input = Input.GetAxis("Mouse Y") * ySensitivity * Time.deltaTime;
             Quaternion t_adj = Quaternion.AngleAxis(t_input, -Vector3.right);
             Quaternion t_delta = fpvCamera.localRotation * t_adj;
 
             if (Quaternion.Angle(camCenter, t_delta) < maxAngle)
             {
                 fpvCamera.localRotation = glanceCamera.localRotation = t_delta;
             }
         }
 
         private void SetX()
         {
             float t_input = Input.GetAxis("Mouse X") * xSensitivity * Time.deltaTime;
             Quaternion t_adj = Quaternion.AngleAxis(t_input, Vector3.up);
 
             bool glancing = Input.GetKey(KeyCode.LeftAlt) || Input.GetKey(KeyCode.RightAlt);
             bool isGlancing = glancing;
 
             if (isGlancing)
             {
                 Quaternion t_delta = glanceCamera.localRotation * t_adj;
                 fpvCamera.gameObject.SetActive(false);
                 glanceCamera.gameObject.SetActive(true);
                 glanceCamera.localRotation = t_delta;
             }
             else
             {
                 Quaternion t_delta = player.localRotation * t_adj;
                 fpvCamera.gameObject.SetActive(true);
                 glanceCamera.gameObject.SetActive(false);
                 player.localRotation = glanceCamera.localRotation = t_delta;
             }
         }
 
         private void UpdateCursorLock()
         {
             if (isCursorLocked)
             {
                 Cursor.lockState = CursorLockMode.Locked;
                 Cursor.visible = false;
 
                 if (Input.GetKeyDown(KeyCode.Escape))
                 {
                     isCursorLocked = false;
                 }
             }
             else
             {
                 Cursor.lockState = CursorLockMode.None;
                 Cursor.visible = true;
             }
         }
     }
 }

Thanks.

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