I’m making a space sim. The problem is, the player uses the left and right arrow keys to change the ship rotation. When the player rotates, let’s say 180 degrees to the left so it’s upside down, if I move the mouse cursor up, the ship moves down. That’s because the mouselook script is translating the mouselook script so when the player moves cursor up on the screen, the player will move up on the y-axis. Same type of problem for the x-axis. So if the player is at a wierd angle, moving would be really hard. How should I fix this? (I’m a UnityScript guy and the mouselook is in C# so I can’t fix it myself):
Smooth Mouselook
using UnityEngine;
using System.Collections;
using System.Collections.Generic;
[AddComponentMenu("Camera-Control/Smooth Mouse Look")]
public class SmoothMouseLook : 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 rotationX = 0F;
float rotationY = 0F;
private List<float> rotArrayX = new List<float>();
float rotAverageX = 0F;
private List<float> rotArrayY = new List<float>();
float rotAverageY = 0F;
public float frameCounter = 20;
Quaternion originalRotation;
void Update ()
{
if (axes == RotationAxes.MouseXAndY)
{
rotAverageY = 0f;
rotAverageX = 0f;
rotationY += Input.GetAxis("Mouse Y") * sensitivityY;
rotationX += Input.GetAxis("Mouse X") * sensitivityX;
rotArrayY.Add(rotationY);
rotArrayX.Add(rotationX);
if (rotArrayY.Count >= frameCounter) {
rotArrayY.RemoveAt(0);
}
if (rotArrayX.Count >= frameCounter) {
rotArrayX.RemoveAt(0);
}
for(int j = 0; j < rotArrayY.Count; j++) {
rotAverageY += rotArrayY[j];
}
for(int i = 0; i < rotArrayX.Count; i++) {
rotAverageX += rotArrayX*;*
}
rotAverageY /= rotArrayY.Count;
rotAverageX /= rotArrayX.Count;
rotAverageY = ClampAngle (rotAverageY, minimumY, maximumY);
rotAverageX = ClampAngle (rotAverageX, minimumX, maximumX);
Quaternion yQuaternion = Quaternion.AngleAxis (rotAverageY, Vector3.left);
Quaternion xQuaternion = Quaternion.AngleAxis (rotAverageX, Vector3.up);
transform.localRotation = originalRotation * xQuaternion * yQuaternion;
}
else if (axes == RotationAxes.MouseX)
{
rotAverageX = 0f;
rotationX += Input.GetAxis(“Mouse X”) * sensitivityX;
rotArrayX.Add(rotationX);
if (rotArrayX.Count >= frameCounter) {
rotArrayX.RemoveAt(0);
}
for(int i = 0; i < rotArrayX.Count; i++) {
rotAverageX += rotArrayX*;*
}
rotAverageX /= rotArrayX.Count;
rotAverageX = ClampAngle (rotAverageX, minimumX, maximumX);
Quaternion xQuaternion = Quaternion.AngleAxis (rotAverageX, Vector3.up);
transform.localRotation = originalRotation * xQuaternion;
}
else
{
rotAverageY = 0f;
rotationY += Input.GetAxis(“Mouse Y”) * sensitivityY;
rotArrayY.Add(rotationY);
if (rotArrayY.Count >= frameCounter) {
rotArrayY.RemoveAt(0);
}
for(int j = 0; j < rotArrayY.Count; j++) {
rotAverageY += rotArrayY[j];
}
rotAverageY /= rotArrayY.Count;
rotAverageY = ClampAngle (rotAverageY, minimumY, maximumY);
Quaternion yQuaternion = Quaternion.AngleAxis (rotAverageY, Vector3.left);
transform.localRotation = originalRotation * yQuaternion;
}
}
void Start ()
{
if (rigidbody)
rigidbody.freezeRotation = true;
originalRotation = transform.localRotation;
}
public static float ClampAngle (float angle, float min, float max)
{
angle = angle % 360;
if ((angle >= -360F) && (angle <= 360F)) {
if (angle < -360F) {
angle += 360F;
}
if (angle > 360F) {
angle -= 360F;
}
}
return Mathf.Clamp (angle, min, max);
}
}
By the way, know this isn’t the normal mouse look, it’s another version of it.
[Here Are Some Screenshots][1]
_*[1]: http://voidrunnersscreenshots.blogspot.com/2011/10/space-screenshots-from-version-01.html*_