I was trying trying to get my right joystick to control my first person camera in unity. I've tried duplicating Mouse X and Mouse Y but it always snaps upwards. How do I get this working?
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class MouseLook : MonoBehaviour
{
public float mouseSensitivity = 100f;
public Transform playerBody;
private float xRotation = 0f;
// Start is called before the first frame update
void Start()
{
Cursor.lockState = CursorLockMode.Locked;
}
// Update is called once per frame
void Update()
{
float mouseX = Input.GetAxis("Mouse X") * mouseSensitivity * Time.deltaTime;
float mouseY = Input.GetAxis("Mouse Y") * mouseSensitivity * Time.deltaTime;
xRotation -= mouseY;
xRotation = Mathf.Clamp(xRotation, -90f, 90f);
transform.localRotation = Quaternion.Euler(xRotation, 0f, 0f);
playerBody.Rotate(Vector3.up * mouseX);
}
}
Related
I made a first person camera using parts of Brackeys Guide, I have camera moving on both the axis but the line for the xRotation clamp doesn't work when I run the game. How can I fix this?
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class MouseLook : MonoBehaviour
{
public float mouseSensitivity = 200f;
public Transform playerBody;
public Transform cam;
private float xRotation = 0f;
// Start is called before the first frame update
void Start()
{
Cursor.lockState = CursorLockMode.Locked; // stops you from click out off the sceen
}
// Update is called once per frame
void Update()
{
float mouseX = Input.GetAxis("Mouse X") * mouseSensitivity * Time.deltaTime; // mouse imput
float mouseY = Input.GetAxis("Mouse Y") * mouseSensitivity * Time.deltaTime; // mouse imput
xRotation = mouseY;
xRotation = Mathf.Clamp(xRotation, -80f, 73f); // stops you from breaking your neck
Quaternion localRotation = Quaternion.Euler(xRotation, 0f, 0f); // left and right movement
playerBody.Rotate(Vector3.up * mouseX); // left and right movement
cam.Rotate(Vector3.left * mouseY); // up and down movement
}
Setting new specific variables like roty and rotx, and clamping them individually.
It may be that the Vector3 vector has no value, if a value is generated, it can be
private Vector3 m_Dir
void Update () {
this.m_Dir = new Vector3 (localRotation, Vector3.up * mouseX,
tVector3.left * mouseY);
playerBody.Rotate(m_Dir);
cam.Rotate(m_Dir);
}
There are two main problems in the Update method:
xRotation = mouseY is not correct, since mouseY represents the delta angle you want to rotate in this frame, while xRotation represents the current angle at which the camera is rotated. You have to do a sum to get the next pitch of the camera, so xRotation += mouseY.
The quaternion localRotation is created but not actually used in the rotating logic, you still rotate the camera with cam.Rotate(Vector3.left * mouseY). Replace it with cam.localRotation = localRotation.
The final code should look like this:
float mouseX = Input.GetAxis("Mouse X") * mouseSensitivity * Time.deltaTime;
float mouseY = Input.GetAxis("Mouse Y") * mouseSensitivity * Time.deltaTime;
// note: you shouldn't hardcode the min and max values,
// use some values that you can change in the inspector
xRotation = Mathf.Clamp(xRotation + mouseY, -80f, 73f);
cam.localRotation = Quaternion.Euler(xRotation, 0f, 0f);
playerBody.Rotate(Vector3.up * mouseX);
Ive been trying to add recoil to my fps game (Used Brackeys tutorials for the base), but the camera looking script is causing the rotation to be set each frame. I cant figure out how to change the camera rotation without the script resetting it
Code for the looking script is attatched below
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class MouseLook : MonoBehaviour
{
public float mouseSensitivity = 1500f;
public Transform playerBody;
float xRotation = 0f;
// Start is called before the first frame update
void Start()
{
Cursor.lockState = CursorLockMode.Locked;
}
// Update is called once per frame
void Update()
{
float mouseX = Input.GetAxis("Mouse X") * mouseSensitivity * Time.deltaTime;
float mouseY = Input.GetAxis("Mouse Y") * mouseSensitivity * Time.deltaTime;
xRotation -= mouseY;
xRotation = Mathf.Clamp(xRotation, -90f, 90f);
transform.localRotation = Quaternion.Euler(xRotation, 0f, 0f);
playerBody.Rotate(Vector3.up * mouseX);
}
}
To change the camera rotation without the script resetting it I would use an if statement to check if a different rotation should be applied ex:
bool canLook = true;
if(canLook == false) {
//apply your desired rotation
}
else
{
//run your looking code
}
//When you want to apply your rotation set canLook to false
//And when you want to return to the camera movement set canLook to true
So i am really really new to Unity and C# and i was just trying out some things. Now i want to kinda polish the overall control experience. So i want the Camera to rotate 5° on the Z axis when the Button A is pressed.
Thats what i tried:
if (Input.GetKeyDown(KeyCode.A))
{
if (zRotation < 5f)
{
transform.localRotation = Quaternion.Euler(zRotation, 5f, 5f);
}
}
It somewhat works, the camera rotates to 5° on the Z but only for i split second and then returns to it's normal state.
Full Code of the Camera Script:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class mouseLook : MonoBehaviour
{
public float mouseSensitivity = 100f;
public Transform playerBody;
float xRotation = 0f;
float zRotation = 0f;
// Start is called before the first frame update
void Start()
{
Cursor.lockState = CursorLockMode.Locked;
}
// Update is called once per frame
void Update()
{
float mouseX = Input.GetAxis("Mouse X") * mouseSensitivity * Time.deltaTime;
float mouseY = Input.GetAxis("Mouse Y") * mouseSensitivity * Time.deltaTime;
xRotation -= mouseY;
xRotation = Mathf.Clamp(xRotation, -90f, 90f);
transform.localRotation = Quaternion.Euler(xRotation, 0f, 0f);
playerBody.Rotate(Vector3.up * mouseX);
if (Input.GetKeyDown(KeyCode.A))
{
if (zRotation < 5f)
{
transform.localRotation = Quaternion.Euler(zRotation, 5f, 5f);
}
}
}
}
I want the Camera to rotate 5° on the Z axis when the Button A is pressed.
You don't need any variables to achieve this, it should be as simple as:
void Update()
{
if (Input.GetKeyDown(KeyCode.A))
{
cameraTransform.Rotate(0, 0, 5);
}
}
I am following the Brackeys tutorial for 3d movement and camera, and I keep getting the error:
The type or namespace name transform could not be found
I've tried changing it and I'm extremely new to coding so I don't really know what to do.
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class mouselook : MonoBehaviour
{
public float mouseSensitivity = 100f;
public transform playerBody;
float xRotation = 0f;
// Start is called before the first frame update
void Start()
{
Cursor.lockState = CursorLockMode.Locked;
}
// Update is called once per frame
void Update()
{
float mouseX = Input.GetAxis("Mouse X") * mouseSensitivity * Time.deltaTime;
float mouseY = Input.GetAxis("Mouse Y") * mouseSensitivity * Time.deltaTime;
xRotation -= mouseY;
xRotation = Mathf.Clamp(xRotation, -90f, 90f);
transform.localRotation = Quaternion.Euler(xRotation, 0f, 0f);
playerBody.Rotate(Vector3.up * mouseX);
}
}
I think you are just missing a capital on transform.
public Transform playerBody;
In my game I have a camera and I want to have an FPS like rotation attached to this camera.
So if I move my cursor to the left, I want my cam to rotate to the left. If I move my cursor up, then the cam should look up, etc.
I currently have it partially working. I can look left and right, up, and down. The problem occurs when I look down and then move my cursor left and right. It then gives me a "Roll" effect.
See this video to see exactly what I mean:
http://www.screencast.com/t/Phedh8H0K13
Obviously when I look down I still want to have a "Yaw" effect instead of a "Roll" effect. Anyone any idea how to do that? This is what I have so far:
// Update is called once per frame
public override void update ()
{
this.camera.transform.rotation *=
Quaternion.AngleAxis( Time.deltaTime * sensitivityRoll * Input.GetAxis("Vertical"), Vector3.forward );
this.camera.transform.rotation *=
Quaternion.AngleAxis( Time.deltaTime * sensitivityYaw * Input.GetAxis("Mouse X"), Vector3.up );
this.camera.transform.rotation *=
Quaternion.AngleAxis( Time.deltaTime * sensitivityPitch * Input.GetAxis("Mouse Y"), Vector3.left );
}
I just found my answer in this topic:
http://forum.unity3d.com/threads/109250-Looking-with-the-Mouse?highlight=person+camera
The code from that topic:
C# Mono code:
using UnityEngine;
using System.Collections;
/// MouseLook rotates the transform based on the mouse delta.
/// Minimum and Maximum values can be used to constrain the possible rotation
/// To make an FPS style character:
/// - Create a capsule.
/// - Add the MouseLook script to the capsule.
/// -> Set the mouse look to use LookX. (You want to only turn character but not tilt it)
/// - Add FPSInputController script to the capsule
/// -> A CharacterMotor and a CharacterController component will be automatically added.
/// - Create a camera. Make the camera a child of the capsule. Reset it's transform.
/// - Add a MouseLook script to the camera.
/// -> Set the mouse look to use LookY. (You want the camera to tilt up and down like a head. The character already turns.)
[AddComponentMenu("Camera-Control/Mouse Look")]
public class MouseLook : MonoBehaviour {
public enum RotationAxes { MouseXAndY = 0, MouseX = 1, MouseY = 2 }
public RotationAxes axes = RotationAxes.MouseXAndY;
public float sensitivityX = 15F;
public float sensitivityY = 15F;
public float minimumX = -360F;
public float maximumX = 360F;
public float minimumY = -60F;
public float maximumY = 60F;
float rotationY = 0F;
void Update ()
{
if (axes == RotationAxes.MouseXAndY)
{
float rotationX = transform.localEulerAngles.y + Input.GetAxis("Mouse X") * sensitivityX;
rotationY += Input.GetAxis("Mouse Y") * sensitivityY;
rotationY = Mathf.Clamp (rotationY, minimumY, maximumY);
transform.localEulerAngles = new Vector3(-rotationY, rotationX, 0);
}
else if (axes == RotationAxes.MouseX)
{
transform.Rotate(0, Input.GetAxis("Mouse X") * sensitivityX, 0);
}
else
{
rotationY += Input.GetAxis("Mouse Y") * sensitivityY;
rotationY = Mathf.Clamp (rotationY, minimumY, maximumY);
transform.localEulerAngles = new Vector3(-rotationY, transform.localEulerAngles.y, 0);
}
}
void Start ()
{
//if(!networkView.isMine)
//enabled = false;
// Make the rigid body not change rotation
//if (rigidbody)
//rigidbody.freezeRotation = true;
}
}
Simple Script, Not Sure it will work with you, might as well give it a try
using System.Collections;
using System.Collections.Generic;
using System.Collections.Specialized;
using System.Security.Cryptography;
using System.Threading;
using UnityEngine;
public class mouse_lookat : MonoBehaviour
{
public float mouseSensitivity = 100f;
public Transform playerBody;
float xRotation = 0f;
// Start is called before the first frame update
void Start()
{
Cursor.lockState = CursorLockMode.Locked;
}
// Update is called once per frame
void Update()
{
float mouseX = Input.GetAxis("Mouse X") * mouseSensitivity * Time.deltaTime;
float mouseY = Input.GetAxis("Mouse Y") * mouseSensitivity * Time.deltaTime;
xRotation -= mouseY;
xRotation = Mathf.Clamp(xRotation, -90f, 90f);
transform.localRotation = Quaternion.Euler(xRotation, 0f, 0f);
playerBody.Rotate(Vector3.up * mouseX);
}
}
using UnityEngine;
public class CameraRotator : MonoBehaviour
{
[SerializeField] private Transform _head;
[SerializeField] private float _sensitivity;
[SerializeField] private bool _invertVertical;
private void Update()
{
var deltaMouse = new Vector2(Input.GetAxisRaw("Mouse X"), Input.GetAxisRaw("Mouse Y");
Vector2 deltaRotation = deltaMouse * _sensitivity;
deltaRotation.y *= _invertVertical ? 1.0f : -1.0f;
float pitchAngle = _head.localEulerAngles.x;
// turns 270 deg into -90, etc
if (pitchAngle > 180)
pitchAngle -= 360;
pitchAngle = Mathf.Clamp(pitchAngle + deltaRotation.y, -90.0f, 90.0f);
transform.Rotate(Vector3.up, deltaRotation.x);
_head.localRotation = Quaternion.Euler(pitchAngle, 0.0f, 0.0f);
}
}
i created 2 scripts for my FPS project that work flawlessly for my movement (currently havnt added jump mechanics) and it seems like youve overcomplicated alot of things that can be quite simple and straight forward.
im also new to coding so please correct me if im wrong heres my code
// this is in the player script which i put on an empty parent object of the camera and player sprite
public class player : MonoBehaviour
{
[Header("player Movement")]
[SerializeField] float moveSpeed = 5f;
[SerializeField] public float mouseSensitivity = 5f;
Rigidbody rigidBody;
// Use this for initialization
void Start()
{
}
void Update()
{
Move();
}
private void Move()
{
transform.Translate(Vector3.forward * Input.GetAxis("Vertical") * moveSpeed * Time.deltaTime);
transform.Translate(Vector3.right * Input.GetAxis("Horizontal") * moveSpeed * Time.deltaTime);
transform.Rotate(Vector3.up * Input.GetAxis("Mouse X") * mouseSensitivity);
}
//this is the camera movement script which i put on the camera(will also use this script to add a function to change from 1st person to 3rd person for certain abilities)
{
player player;
// Use this for initialization
void Start()
{
player = FindObjectOfType<player>();
}
// Update is called once per frame
void Update()
{
MoveView();
}
private void MoveView()
{
transform.Rotate(Vector3.left * Input.GetAxis("Mouse Y") * player.mouseSensitivity);
}
}