i want a lean system on unity

Before the first tilt, the mouse moves well in all directions, but if you use the tilt, the mouse doesn’t move vertically, so please solve it.

it was my mistake
/*
incliation = lean, tilt
incl = incliation
*/

private bool isIncl = false;

    //앉았을 때 얼마나 앉을지 결정하는 변수
    [SerializeField]
    private float crouchPosY;
    private float originPosY;
    private float originPosX;
    private float originRotZ;
    private float originRotX;
    private float applycrouchPosY;
    [SerializeField]
    private float incliationPosX;
    [SerializeField]
    private float incliationRotZ;
    private float applyInclRotZ;
    private float applyInclPosX;
    private float applyInclPosY;
    private float applyInclRotX;

    private CapsuleCollider capsuleCollider;

    //민감도
    [SerializeField]
    private float lookSensitivityX;
    [SerializeField]
    private float lookSensitivityY;
    //카메라 한계
    [SerializeField]
    private float cameraRotationLimit;
    private float currentCameraRotationX = 0;
    private float currentCameraRotationY = 0;
    //필요한 컴퍼넌트
    [SerializeField]
    private Camera theCamera;

    private Rigidbody myRigid;
    // Start is called before the first frame update
    void Start()
    {
        capsuleCollider = GetComponent<CapsuleCollider>();
        myRigid = GetComponent<Rigidbody>();
        applySpeed = walkSpeed;
        //초기화
        originPosX = theCamera.transform.localPosition.x;
        originPosY = theCamera.transform.localPosition.y;
        originRotZ = theCamera.transform.localRotation.z;
        originRotX = theCamera.transform.localRotation.y;
        applycrouchPosY = originPosY;
    }

  
    // Update is called once per frame
    void Update()
    {
        TryIncl();
        IsGround();
        TryJump();
        TryRun();
        TryCrouch();
        Move();
        CameraRotation();
        CharacterRotation();
        applyInclRotX = theCamera.transform.localRotation.x;
    }
    private void TryIncl()
    {
        if (Input.GetKeyDown(KeyCode.Q))
        {
            Incliation();
        }
        if (Input.GetKeyDown(KeyCode.E))
        {

        }
    }
    private void Incliation()
    {
        isIncl = !isIncl;
        if (isIncl)
        {
            applyInclPosX = incliationPosX;
            applyInclRotZ = incliationRotZ;

        }
        else
        {
            applyInclPosX = originPosX;
            applyInclRotZ = originRotZ;
        }
        StartCoroutine(InclCoroutine());
    }
    IEnumerator InclCoroutine()
    {
        float PosX = theCamera.transform.localPosition.x;
        float RotZ = theCamera.transform.localRotation.z;
        int count = 0;
        while(PosX != applyInclPosX)
        {
            count++;
            PosX = Mathf.Lerp(PosX, applyInclPosX, 0.06f);
            theCamera.transform.localPosition = new Vector3(PosX, theCamera.transform.localPosition.y, theCamera.transform.localPosition.z);
            yield return null;
            if(count > 15)
            {
                break;
            }
        }
        while(RotZ != applyInclRotZ)
        {
            RotZ = Mathf.Lerp(RotZ, applyInclRotZ, 0.06f);
            Vector3 incl_v = new Vector3(theCamera.transform.localRotation.x, theCamera.transform.localRotation.y, RotZ);
            theCamera.transform.localRotation = Quaternion.Euler(incl_v);
            yield return null;
        }
        theCamera.transform.localPosition = new Vector3(applyInclPosX, 1, 0);
        theCamera.transform.localRotation = Quaternion.Euler(theCamera.transform.localRotation.x, 0, RotZ);

    }

If that’s all you know about this, we all know even less.

You must find a way to get the information you need in order to reason about what the problem is.

What is often happening in these cases is one of the following:

  • the code you think is executing is not actually executing at all
  • the code is executing far EARLIER or LATER than you think
  • the code is executing far LESS OFTEN than you think
  • the code is executing far MORE OFTEN than you think
  • the code is executing on another GameObject than you think it is
  • you’re getting an error or warning and you haven’t noticed it in the console window

To help gain more insight into your problem, I recommend liberally sprinkling Debug.Log() statements through your code to display information in realtime.

Doing this should help you answer these types of questions:

  • is this code even running? which parts are running? how often does it run? what order does it run in?
  • what are the values of the variables involved? Are they initialized? Are the values reasonable?
  • are you meeting ALL the requirements to receive callbacks such as triggers / colliders (review the documentation)

Knowing this information will help you reason about the behavior you are seeing.

If your problem would benefit from in-scene or in-game visualization, consider using Debug.DrawRay() or Debug.DrawLine() to visualize things like raycasts or distances.

You can also put in Debug.Break() to pause the Editor when certain interesting pieces of code run, and then study the scene manually, looking for all the parts, where they are, what scripts are on them, etc.

You could also just display various important quantities in UI Text elements to watch them change as you play the game.

If you are running a mobile device you can also view the console output. Google for how on your particular mobile target.

Another useful approach is to temporarily strip out everything besides what is necessary to prove your issue. This can simplify and isolate compounding effects of other items in your scene or prefab.

Here’s an example of putting in a laser-focused Debug.Log() and how that can save you a TON of time wallowing around speculating what might be going wrong:

https://discussions.unity.com/t/839300/3