Implement a "FreeLook view"

Hi, i would customize this script that is a simple mouse look+smoothing. I’m trying to add a freelook view which allow me to look around world when i press a Button.

using UnityEngine;
 
// Very simple smooth mouselook modifier for the MainCamera in Unity
// by Francis R. Griffiths-Keam - www.runningdimensions.com 
 
[AddComponentMenu("Camera/Simple Smooth Mouse Look ")]
public class SimpleSmoothMouseLook : MonoBehaviour
{
    Vector2 _mouseAbsolute;
    Vector2 _smoothMouse;
 
    public Vector2 clampInDegrees = new Vector2(360, 180);
    public bool lockCursor;
    public Vector2 sensitivity = new Vector2(2, 2);
    public Vector2 smoothing = new Vector2(3, 3);
    public Vector2 targetDirection;
    public Vector2 targetCharacterDirection;
 
    // Assign this if there's a parent object controlling motion, such as a Character Controller. 
    // Yaw rotation will affect this object instead of the camera if set.
    public GameObject characterBody;
 
    void Start()
    {
        // Set target direction to the camera's initial orientation.
        targetDirection = transform.localRotation.eulerAngles;
 
        // Set target direction for the character body to its inital state.
        if (characterBody) targetCharacterDirection = characterBody.transform.localRotation.eulerAngles;
    }
 
    void Update()
    {
        // Ensure the cursor is always locked when set
        Screen.lockCursor = lockCursor;
 
        // Allow the script to clamp based on a desired target value.
        var targetOrientation = Quaternion.Euler(targetDirection);
        var targetCharacterOrientation = Quaternion.Euler(targetCharacterDirection);
 
        // Get raw mouse input for a cleaner reading on more sensitive mice.
        var mouseDelta = new Vector2(Input.GetAxisRaw("Mouse X"), Input.GetAxisRaw("Mouse Y"));
 
        // Scale input against the sensitivity setting and multiply that against the smoothing value.
        mouseDelta = Vector2.Scale(mouseDelta, new Vector2(sensitivity.x * smoothing.x, sensitivity.y * smoothing.y));
 
        // Interpolate mouse movement over time to apply smoothing delta.
        _smoothMouse.x = Mathf.Lerp(_smoothMouse.x, mouseDelta.x, 1f / smoothing.x);
        _smoothMouse.y = Mathf.Lerp(_smoothMouse.y, mouseDelta.y, 1f / smoothing.y);
 
        // Find the absolute mouse movement value from point zero.
        _mouseAbsolute += _smoothMouse;
 
        // Clamp and apply the local x value first, so as not to be affected by world transforms.
        if (clampInDegrees.x < 360)
            _mouseAbsolute.x = Mathf.Clamp(_mouseAbsolute.x, -clampInDegrees.x * 0.5f, clampInDegrees.x * 0.5f);
 
        var xRotation = Quaternion.AngleAxis(-_mouseAbsolute.y, targetOrientation * Vector3.right);
        transform.localRotation = xRotation;
 
        // Then clamp and apply the global y value.
        if (clampInDegrees.y < 360)
            _mouseAbsolute.y = Mathf.Clamp(_mouseAbsolute.y, -clampInDegrees.y * 0.5f, clampInDegrees.y * 0.5f);
 
        transform.localRotation *= targetOrientation;
 
        // If there's a character body that acts as a parent to the camera
        if (characterBody)
        {
            var yRotation = Quaternion.AngleAxis(_mouseAbsolute.x, characterBody.transform.up);
            characterBody.transform.localRotation = yRotation;
            characterBody.transform.localRotation *= targetCharacterOrientation;
        }
        else
        {
            var yRotation = Quaternion.AngleAxis(_mouseAbsolute.x, transform.InverseTransformDirection(Vector3.up));
            transform.localRotation *= yRotation;
        }
    }
}

So, how i can implement a free look view?

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try reading what the script does at certain points… a good way to learn is from others scripts,

At first i struggled with character movement physics and hated character motor and the other standard scripts, character motor and 3rd person character is what i went on i basically wrote a C# duplicate of it and understood how it uses a technical plane and all the angles used to create what it was.

I then started using those methods in my own way to create a Dark Souls style camera and motor script. Anyway enough story time and now its coding time

based of the scripts variable names and function i can see line 72 and line 73 moving your character. any try experimenting

add a condition the cancels out the movement of the character when you press a button.

   bool freelook = false
    
    
    
    //update
      if (Input.GetKeyDown("space"))
            freelook = !freelook ;
            
        }
   //lines 70+ 
     if (characterBody && !freelook)
            {
                var yRotation = Quaternion.AngleAxis(_mouseAbsolute.x, characterBody.transform.up);
                characterBody.transform.localRotation = yRotation;
                characterBody.transform.localRotation *= targetCharacterOrientation;
            }

give that a whirl. if it works it works, if it doesn’t it doesnt, if it glitches… oh the glitches!!