Camera movement with keyboard

I’m making a game where you walk with your WASD and look around with YGHJ or ZGHJ if you’re on QWERTZ keyboard. I’ve already done the walking but do you know how I could look around with yghj.
I’ve already tried but when I ain’t presing yghj, the camera still moves.
Here’s my existing code:

using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class CameraController : MonoBehaviour
{

public GameObject player_mesh;
public Transform player_controller;

private float mouse_sensitivity = 100f;
private float xRotation = 0f;
private float mouseY;
private float mouseX;
private bool look_z = false;
private bool look_h = false;
private bool look_j = false;
private bool look_g = false;

// Start is called before the first frame update
void Start()
{
Cursor.visible = false;
Cursor.lockState = CursorLockMode.Locked;
}

// Update is called once per frame
void Update()
{
if(Input.GetKey(“z”))
{
mouseY = 1 * mouse_sensitivity * Time.deltaTime;
look_z = true;
}
if(Input.GetKey(“h”))
{
mouseY = -1 * mouse_sensitivity * Time.deltaTime;
look_h = true;
}

if(Input.GetKey(“j”))
{
mouseX = 1 * mouse_sensitivity * Time.deltaTime;
look_j = true;
}
if(Input.GetKey(“g”))
{
mouseX = -1 * mouse_sensitivity * Time.deltaTime;
look_g = true;
}

if (look_z == false && look_h == false)
{
mouseY = 0;
}
if (look_j == false && look_g == false)
{
mouseX = 0;
}

xRotation -= mouseY;
xRotation = Mathf.Clamp(xRotation, -90f, 90f);

transform.localRotation = Quaternion.Euler(xRotation, 0f, 0f);
player_controller.Rotate(Vector3.up * mouseX);
}
}

You must find a way to get the information you need in order to reason about what the problem is.

Staring at a wall of code will not be helpful here.

What is often happening in these cases is one of the following:

  • the code you think is executing is not actually executing at all
  • the code is executing far EARLIER or LATER than you think
  • the code is executing far LESS OFTEN than you think
  • the code is executing far MORE OFTEN than you think
  • the code is executing on another GameObject than you think it is
  • you’re getting an error or warning and you haven’t noticed it in the console window

To help gain more insight into your problem, I recommend liberally sprinkling Debug.Log() statements through your code to display information in realtime.

Doing this should help you answer these types of questions:

  • is this code even running? which parts are running? how often does it run? what order does it run in?
  • what are the values of the variables involved? Are they initialized? Are the values reasonable?
  • are you meeting ALL the requirements to receive callbacks such as triggers / colliders (review the documentation)

Knowing this information will help you reason about the behavior you are seeing.

If your problem would benefit from in-scene or in-game visualization, Debug.DrawRay() or Debug.DrawLine() can help you visualize things like rays (used in raycasting) or distances.

You can also call Debug.Break() to pause the Editor when certain interesting pieces of code run, and then study the scene manually, looking for all the parts, where they are, what scripts are on them, etc.

You can also call GameObject.CreatePrimitive() to emplace debug-marker-ish objects in the scene at runtime.

You could also just display various important quantities in UI Text elements to watch them change as you play the game.

If you are running a mobile device you can also view the console output. Google for how on your particular mobile target.

Another useful approach is to temporarily strip out everything besides what is necessary to prove your issue. This can simplify and isolate compounding effects of other items in your scene or prefab.

Here’s an example of putting in a laser-focused Debug.Log() and how that can save you a TON of time wallowing around speculating what might be going wrong:

https://discussions.unity.com/t/839300/3

For future reference, if you post a code snippet, ALWAYS USE CODE TAGS:

How to use code tags: https://discussions.unity.com/t/481379

Thanks, hope I will find what the issue is.