[5.5.0b11] Imported asset: cameras; and free look camera rotation with a mouse isn't working.

Can’t rotate camera with a mouse. It work in 5.5.0b5 also in 5.4.2f2 but not in 5.5.0b11:

using System;
using UnityEngine;
using UnityStandardAssets.CrossPlatformInput;

namespace UnityStandardAssets.Cameras
{
publicclassFreeLookCam:PivotBasedCameraRig
{
//Thisscriptisdesignedtobeplacedontherootobjectofacamerarig,
//comprising3gameobjects,eachparentedtothenext:

//Camera Rig
// Pivot
// Camera

[SerializeField]privatefloatm_MoveSpeed=1f;//Howfasttherigwillmovetokeepupwiththetarget’sposition.
[Range(0f,10f)][SerializeField]privatefloatm_TurnSpeed=1.5f;//Howfasttherigwillrotatefromuserinput.
[SerializeField]privatefloatm_TurnSmoothing=0.0f;//Howmuchsmoothingtoapplytotheturninput,toreducemouse-turn jerkiness
[SerializeField]privatefloatm_TiltMax=75f;//Themaximumvalueofthexaxisrotationofthepivot.
[SerializeField]privatefloatm_TiltMin=45f;//Theminimumvalueofthexaxisrotationofthepivot.
[SerializeField]privateboolm_LockCursor=false;//Whetherthecursorshouldbehiddenandlocked.
[SerializeField]privateboolm_VerticalAutoReturn=false;//setwetherornottheverticalaxisshouldauto return

privatefloatm_LookAngle;//Therig’syaxisrotation.
privatefloatm_TiltAngle;//Thepivot’sxaxisrotation.
privateconstfloatk_LookDistance=100f;//Howfarinfrontofthepivotthecharacter’slooktargetis.
privateVector3m_PivotEulers;
privateQuaternionm_PivotTargetRot;
privateQuaternionm_TransformTargetRot;

protectedoverridevoidAwake()
{
base.Awake();
//Lockorunlockthecursor.
Cursor.lockState=m_LockCursor?CursorLockMode.Locked:CursorLockMode.None;
Cursor.visible= !m_LockCursor;
m_PivotEulers=m_Pivot.rotation.eulerAngles;

m_PivotTargetRot=m_Pivot.transform.localRotation;
m_TransformTargetRot=transform.localRotation;
}

protectedvoidUpdate()
{
HandleRotationMovement();
if(m_LockCursor&&Input.GetMouseButtonUp(0))
{
Cursor.lockState=m_LockCursor?CursorLockMode.Locked:CursorLockMode.None;
Cursor.visible= !m_LockCursor;
}
}

privatevoidOnDisable()
{
Cursor.lockState=CursorLockMode.None;
Cursor.visible=true;
}

protectedoverridevoidFollowTarget(floatdeltaTime)
{
if(m_Target==null)return;
//Movetherigtowardstargetposition.
transform.position=Vector3.Lerp(transform.position,m_Target.position,deltaTime*m_MoveSpeed);
}

privatevoidHandleRotationMovement()
{
if(Time.timeScale<float.Epsilon)
return;

//Readtheuser input
varx=CrossPlatformInputManager.GetAxis(“MouseX”);
vary=CrossPlatformInputManager.GetAxis(“MouseY”);

//Adjustthelookanglebyanamountproportionaltotheturnspeedandhorizontalinput.
m_LookAngle+=x*m_TurnSpeed;

//Rotatetherig(therootobject)aroundYaxisonly:
m_TransformTargetRot=Quaternion.Euler(0f,m_LookAngle,0f);

if(m_VerticalAutoReturn)
{
//Fortiltinput,weneedtobehavedifferentlydependingonwhetherwe’reusingmouseortouchinput:
//onmobile,verticalinputisdirectlymappedtotiltvalue,soitspringsbackautomaticallywhenthelookinputis released
//wehavetotestwhetheraboveorbelowzerobecausewewanttoauto-returntozeroevenifminandmaxarenotsymmetrical.
m_TiltAngle=y>0?Mathf.Lerp(0,-m_TiltMin,y):Mathf.Lerp(0,m_TiltMax,-y);
}
else
{
//onplatformswithamouse,weadjustthecurrentanglebasedonYmouseinputandturn speed
m_TiltAngle-=y*m_TurnSpeed;
//andmakesurethenewvalueiswithinthetilt range
m_TiltAngle=Mathf.Clamp(m_TiltAngle,-m_TiltMin,m_TiltMax);
}

//TiltinputaroundXisappliedtothepivot(thechildofthisobject)
m_PivotTargetRot=Quaternion.Euler(m_TiltAngle,m_PivotEulers.y,m_PivotEulers.z);

if(m_TurnSmoothing>0)
{
m_Pivot.localRotation=Quaternion.Slerp(m_Pivot.localRotation,m_PivotTargetRot,m_TurnSmoothingTime.deltaTime);
transform.localRotation=Quaternion.Slerp(transform.localRotation,m_TransformTargetRot,m_TurnSmoothing
Time.deltaTime);
}
else
{
m_Pivot.localRotation=m_PivotTargetRot;
transform.localRotation=m_TransformTargetRot;
}
}
}
}

2852676–208467–Cameras.rar (19.5 KB)

Hi bhunterd,
Thank you for reporting this. Could you also file a bug report together with a minimal reproduction case please and reply with the issue # in this thread?

Probably project was damaged (in export from 5.5.0b5 to 5.5.0b11), I copy past asset floder to a new project and camera work, and exported similar from 5.4.2f2 to 5.50b11 and it work too.

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