Gun stretches and moves around to much in FPS

Hello, Im having trouble with my FPS. I have attahced my gun the the camera which is attached to the Controller. However, when this is done, the gun doesn’t move at the same speed as the camera, it goes off and stretches when I look up or down. Ive written my own player movement code. Any ideas? Please be detailed, i am new to this and there are no answers when this question has been asked before.
Here are two examples


Here is my own player movement code attached to the Player controller. I have not used any drag and drop movements or scripts for this.

public AudioClip jump;
public AudioClip collision;
public AudioSource playerSpeaker;

private float mouseSpeed = 5.0f;
private float verticalRot = 0;
private float upAndDown = 60.0f;
private float haulAssSpeed = 10.0f;
private float verticalSpeed = 0f;
private float earthGravy = 5.0f;
private float initialJumpVelocity = 20.0f;

private bool jumping = true;
static bool gameOn = true;

// Use this for initialization
void Start () {


// Update is called once per frame
void Update ()
    if (gameOn == true)
        CharacterController player1 = GetComponent<CharacterController>();

        //look left and right 
        float rotationLR = Input.GetAxis("Mouse X") * mouseSpeed;
        transform.Rotate(0, rotationLR, 0);

        //Look  up and down 
        verticalRot -= Input.GetAxis("Mouse Y") * mouseSpeed;
        float desiredUpDown = verticalRot;

        //stop from spining around by looking up and down
        desiredUpDown = Mathf.Clamp(desiredUpDown, -upAndDown, upAndDown);
        Camera.main.transform.localRotation = Quaternion.Euler(desiredUpDown, 0, 0);

        //Forward and side movements
        float fwdSpeed = Input.GetAxis("Vertical") * haulAssSpeed;
        float sideSpeed = Input.GetAxis("Horizontal") * haulAssSpeed;

        //Earths Gravy
        verticalSpeed += Physics.gravity.y * Time.deltaTime * earthGravy;


        if (Input.GetButtonDown("Jump") && player1.isGrounded)

            verticalSpeed = initialJumpVelocity;

        //Create a vector, each of the three speeds, move our character by that vector!
        Vector3 speed = new Vector3(sideSpeed, verticalSpeed, fwdSpeed);
        speed = transform.rotation * speed;

        //avoid glicthy play
        player1.Move(speed * Time.deltaTime);


public static void playGameNow()
    gameOn = true;

public static void stopGameNow()
    gameOn = false;


If you have done this correctly, what did you do? is it settings with controller or the camera? Any help greatly appreciated.

Thanks Again!

had same issue,im new my self, what i did i created capsule and removed everything from it except for character controller, i put my playermove script in the capsule, i made the capsule parent for both the playercamera and the playerbody , i had my mouse look script in camera, so that way when the capsule moves the player body fellow, and when the camera rotate it rotate based on a capsule which removes the glitch of gun stretching, should work

I found the solution! It’s very simple actually.

Use your object with player controller component and your script as the main parent.
Create an empty object and attach your camera to it. (player2 is my empty object and the camera is attached to it)

And now put your player2 under your player.

I had this problem and i dropped a new 1st person controller into the scene, copy over all the setting and scripts from the old one and it worked. Not sure why it was happening but like all these situations you either spend days figuring it out or get it solved and move on with game creation.