How to Get My Camera to Follow First Person POV in First Person Controller

Hello!

I am using the default first person controller on Unity. My character is inside a house, and I want the player to move around inside the house. While trying out this level, I noticed that I have to switch what keypads I use depending on where I am in the room. Is there a way to make it so that I am always facing the direction that my person is going in (if I need to go backwards, the camera switches to that direction/ the camera follows the characters movement) so it doesn’t feel weird when I move? My guess is that I would have to put in an if statement, but I am new to Unity and this type of coding. If I end up having to get rid of the MouseLook script, that’s fine.

The scripts that I am using are the default MouseLook scripts that are attached to the First Person Controller. The script is below.

[AddComponentMenu(“Camera-Control/Mouse Look”)]
public class MouseLook : 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 (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 (rigidbody)
		rigidbody.freezeRotation = true;
}

}

Thank you in advance for your help! And I’m sure someone else might have asked this question, but I can’t find an answer so if you know where it might be, a link to the answer would be fine too!

i dont realy get what you want like if you want a solid cam just add it to the character gameobject the u dont need any code