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[JS] Custom camera rotation resets on Var change?
Hello everyone! Right now i am in the proces of making a custom third person character, and i am currently working on getting the camera to work.
However, when i change the rotatesensitivity in the inspector window while the game is running, it does change the sensitivity properly the way i want it, but whenever the var is changed in game, the camera resets its rotation as soon as the camera moves.
I know this is probably something very simple i'm overlooking, caused by the wrong usage of the rotatesensitivity var, but i just can't see it.
// nog toevoegen: min zoom en max zoom
#pragma strict
//var dump
public var camhold :boolean = false;
var horizontalSpeed : float = 2.0;
var verticalSpeed : float = 2.0;
var Vrotation : float = 0;
var Hrotation : float = 0;
var rotatesensitivity : float = 2.0;
public var MouseZoomSpeed : float = 1;
function Start () {
}
//camera movement definitions
function Update () {
var h : float = horizontalSpeed * Input.GetAxis ("Mouse X");
var v : float = verticalSpeed * Input.GetAxis ("Mouse Y");
//zooming in and out
if (Input.GetAxis("Mouse ScrollWheel") < 0)
{
transform.localScale += new Vector3(0.1f * MouseZoomSpeed, 0.1f * MouseZoomSpeed, 0.1f * MouseZoomSpeed);
}
if (Input.GetAxis("Mouse ScrollWheel") > 0)
{
transform.localScale += new Vector3(-0.1f * MouseZoomSpeed, -0.1f * MouseZoomSpeed, -0.1f * MouseZoomSpeed);
}
//end of the zooming part
if(Input.GetMouseButton(1)){
camhold = true;
// print("test");
}
//the above checks for button input
else {
camhold = false;
}
//this part is for camera rotation V V V
if (Input.GetAxis("Mouse Y") && camhold){
transform.Rotate (v, h, 0);
Vrotation += Input.GetAxis("Mouse Y");
Hrotation += Input.GetAxis("Mouse X");
transform.eulerAngles = Vector3(Vrotation * rotatesensitivity, Hrotation * rotatesensitivity, 0);
}
}
If you know what i'm doing wrong, your help would be greatly appreciated.
-Alex Beelen
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