Hi guys, so I’m trying to modify the first person controller so only when “Fire1” is pressed and held the camera moves, and if its not, it does. By moves I dont mean moves forwards, I mean looks at the mouse. SO far I’ve gotten half way there, but no matter what I do, it always seems to follow the mouse on the X axis (so looking up and down), whether fire1 is pressed or not. Its fine with the other axis. Heres my script, as I said its just a lightly modified version of the MouseLook script.
using UnityEngine;
using System.Collections;
/// MouseLook rotates the transform based on the mouse delta.
/// Minimum and Maximum values can be used to constrain the possible rotation
/// To make an FPS style character:
/// - Create a capsule.
/// - Add the MouseLook script to the capsule.
/// -> Set the mouse look to use LookX. (You want to only turn character but not tilt it)
/// - Add FPSInputController script to the capsule
/// -> A CharacterMotor and a CharacterController component will be automatically added.
/// - Create a camera. Make the camera a child of the capsule. Reset it's transform.
/// - Add a MouseLook script to the camera.
/// -> Set the mouse look to use LookY. (You want the camera to tilt up and down like a head. The character already turns.)
[AddComponentMenu("Camera-Control/Mouse Look")]
public class MouseLookCntrl : 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 rotationY = 0F;
void Update ()
{
if (Input.GetButton ("Fire1")) {
if (axes == RotationAxes.MouseXAndY) {
float rotationX = transform.localEulerAngles.y + Input.GetAxis ("Mouse X") * sensitivityX;
rotationY += Input.GetAxis ("Mouse Y") * sensitivityY;
rotationY = Mathf.Clamp (rotationY, minimumY, maximumY);
transform.localEulerAngles = new Vector3 (-rotationY, rotationX, 0);
} else if (axes == RotationAxes.MouseX) {
transform.Rotate (0, Input.GetAxis ("Mouse X") * sensitivityX, 0);
} else {
rotationY += Input.GetAxis ("Mouse Y") * sensitivityY;
rotationY = Mathf.Clamp (rotationY, minimumY, maximumY);
transform.localEulerAngles = new Vector3 (-rotationY, transform.localEulerAngles.y, 0);
}
}
}
void Start ()
{
// Make the rigid body not change rotation
if (GetComponent<Rigidbody>())
GetComponent<Rigidbody>().freezeRotation = true;
}
}
Ignore how the name is Cntrl, at this point I dont care which button is pressed since I can easily change that. And yes, I’ve tried pressing cntrl, left mouse button, whatever.
So, what am I doing wrong? Im sure its an easy fix, but I can for the life of me find it.