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.
CodePudding user response:
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);
}
CodePudding user response:
There are two main problems in the Update method:
xRotation = mouseYis not correct, sincemouseYrepresents the delta angle you want to rotate in this frame, whilexRotationrepresents the current angle at which the camera is rotated. You have to do a sum to get the next pitch of the camera, soxRotation = mouseY.The quaternion
localRotationis created but not actually used in the rotating logic, you still rotate the camera withcam.Rotate(Vector3.left * mouseY). Replace it withcam.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);
