shooting question

first i want to know how i can make a camera that will let me look around with my mouse when the game is playing, then i want to know how i can make it so i can shoot objects by clicking.

unity should already have a mouse look camera-control component installed, just look for it the opposite way i said it: component->c.-c->mouse look.

the objects by clicking is easy.

JS : javascript:

function OnMouseUp()
{
 Destroy(gameObject);
}

put that in a script and attach that script to whatever you want to destroy.

actually, that only destoys that object.

just say

var shot : Transform;
function Update()
{
 if(Input.GetKeyDown(KeyCode.Mouse0))
 {
 var bullit = Instantiate(shot,gameObject.FindWithTag("spawnHere").transform.position,Quaternion.identity);

 }    }

the only thing is you have to make a new tag and call it: spawnHere just like i typed it, make your spawnObject have that tag, and drag your bullit or fireball prefab to the shot in the inspector.

Edit:

the original Mouse Look script (C# script):

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 = -60F;
    public float maximumX = 60F;

    public float minimumY = -360F;
    public float maximumY = 360F;

    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;
    }
}