First of all I would like to apologise if this thread has been made already. However I have been looking for a good 1.5-2 hours now with no luck.
Basically I have done my research and discovered that the Mouse Look (Script) in Unity is bugged in the fact that the development team haven’t implemented the “X” axis into the script. I have opened it up and knowing nothing about scripting I can see myself where the error is. However, all fixes I find on the internet tell you to change code or copy and paste this in the right place and like I say, I haven’t got a clue when it comes to scripting so no idea which bits need changing.
I have tried changing parts of the code myself with no luck.
I was hoping someone could go into the code and change the relevant bit for me and copy and paste the whole code here so basically I can just copy and paste the whole code into Unity.
I will be very grateful if someone who knows what they are doing could do this for me. It will only be a 5 minute job.
Many Thanks
Dean Hillary
[Current Code] - I have highlighted the bit I believe to be bugged in red
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 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;
}
}