MouseLook Sensitivity Issue in All Unity Examples

I left this issue alone for a while (I noticed it immediately with the Island demo back when I first started Unity), but now seeing it on the iPhone Warehouse demo(which is awesome btw), it’s a bit of a concern.

Very simply…I cannot lower the Y sensitivity enough to slow it down.

Looking up and down is VERY quick regardless of the values, which I’ve set as low as 0.1. X is fine but Y goes from fast to blazing.

The Mouse Look Script, which is apparently standard, has default values of:

Sensitivity X 15
Sensitivity Y 15

I’ve adjust these to lets say:

Sensitivity X 5
Sensitivity Y 2

…X is noticeably slower and more controllable at only 33.3% of the former value, Y at 13.1% of the former value, not so much with a negligible difference in sensitivity.

Any thoughts? Hasn’t anyone else noticed this?

On a side note and funny enough, seemingly the number one thing I notice with 1st Person ‘tests/demos’ of any sort posted online (nothing to do with Unity specifically…any engine, self made or middleware) is that the Mouse Looking is usually poorly executed, with sensitivity being massively too high. Interesting observation… :smile:

Thanks guys!

Oh gawd I’m an idiot…

…please ignore this. In my defense I’ve been doing so much reading and learning new things (between the Mac, XCode, iPhone Development, Unity, etc) that I AM missing details…such as how the Mouse Look Script is assigned to both the Camera for Y and the ‘player’ for X. That’s what happens when you read read the code a bit more carefully huh?

(I still stand by my assertion that first person demo’s that people make have poor mouselook implementation though. :smile:)

Thanks for um, not throwing tomatoes.

So what is the quick fix for this? It is the first thing I noticed with almost EVERY Unity demo…

…well simply lower sensitivity…all the demo’s I THINK default to like 15 which is just way to flip’in high. :slight_smile: