Camera rotates after lookat


I am using a fps script in which I switch between a normal mouse look and a lookat function (looking at an earlier defined object named “m”)
The mouselook and switching from mouselook to lookat works fine but when switching from lookat back to the normal mouselook, the camera rotates. I believe it rotates to the original position (before lookat) again. I have really no clue as to how to solve this.

Help is really appreciated!

Here are the relevant parts of my script:

//Pulse is normally false


if (pulse == false) {
RotYaw = Input.GetAxis ("Mouse X") * msensitivity;
transform.Rotate (0, RotYaw, 0);
RotPitch -= Input.GetAxis ("Mouse Y") * msensitivity;
RotPitch = Mathf.Clamp (RotPitch, -Pitchrange, Pitchrange);
Camera.main.transform.localRotation = Quaternion.Euler (RotPitch, 0, 0);

if (pulse == true) {
					Camera.main.transform.LookAt (m.transform);

Your problem is sort of here:

Camera.main.transform.localRotation = Quaternion.Euler (RotPitch, 0, 0);

By assigning the rotation directly, you’ll end up ignoring whatever the current rotation is. The moment you set pulse to false, your camera will ignore whatever (local) rotation it had, and snap to that orientation.

You want it to smoothly move toward that rotation, yes? There are a few ways you could accomplish that. Probably the simplest is to set a “goal” rotation that you move towards using Quaternion.RotateTowards:

var goalRot = Quaternion.Euler (RotPitch, 0, 0);
var curRot = Camera.main.transform.localRotation;

var degreesPerSecond = 30;
var newRot = Quaternion.RotateTowards(curRot, goalRot, degreesPerSecond * Time.deltaTime);
Camera.main.transform.localRotation = newRot;

If you need something more sophisticated, you could look into tweening libraries/tutorials.


I am very sorry but I can’t figure it out :(. I want the mouse to not move after the lookat so that when you move the mouses it just moves from the current local rotation. Do you know how I can do this?