Hey, so I was writing a mouse look and player movement script to replace the one that comes with unity, but for some reason, the character rotation is not working.
MuseLook Script :
using UnityEngine;
using System.Collections;
public class MouseLook : MonoBehaviour {
private float lookSensitivity = 5f;
private float xRotation;
private float yRotation;
private float currentXRotation;
private float currentYRotation;
private float xRotationV;
private float yRotationV;
private float smoothnessFactor = .1f;
CursorLockMode wantedMode;
// Use this for initialization
void Start () {
wantedMode = CursorLockMode.Confined;
}
public float returnXRot () {
return currentXRotation;
}
public float returnYRot () {
return currentYRotation;
}
// Update is called once per frame
void Update () {
Cursor.lockState = wantedMode;
xRotation -= Input.GetAxis ("Mouse Y") * lookSensitivity;
yRotation += Input.GetAxis ("Mouse X") * lookSensitivity;
xRotation = Mathf.Clamp (xRotation, -90, 90);
currentXRotation = Mathf.SmoothDamp (currentXRotation, xRotation, ref xRotationV, smoothnessFactor);
currentYRotation = Mathf.SmoothDamp (currentXRotation, yRotation, ref yRotationV, smoothnessFactor);
transform.rotation = Quaternion.Euler (currentXRotation, currentYRotation, 0);
}
}
PlayerMovement Script:
using UnityEngine;
using System.Collections;
public class PlayerMovement : MonoBehaviour {
private float speed = 10f;
private float jumpForce = 8f;
private float gravity = 30f;
private Vector3 moveDir = Vector3.zero;
public GameObject playerCamera;
void Start () {
playerCamera = GameObject.Find ("playerCamera");
}
void Update () {
CharacterController controller = gameObject.GetComponent<CharacterController> ();
if (controller.isGrounded) {
moveDir = new Vector3 (Input.GetAxis ("Horizontal"), 0, Input.GetAxis ("Vertical"));
moveDir = transform.TransformDirection (moveDir);
moveDir *= speed;
if (Input.GetButtonDown ("Jump")) {
moveDir.y = jumpForce;
}
}
moveDir.y -= gravity * Time.deltaTime;
controller.Move (moveDir * Time.deltaTime);
transform.rotation = Quaternion.Euler (0, playerCamera.transform.rotation.y, 0);
}
}
Any help would be much apreciated