Smooth FPS look script

Hey guys, thought I would share this super simple but very effective “smooth look” script for your First Person Shooter. It is a way simpler and improved script with better performance than what I could find in the wiki. Hope this can help someone: Just replace your current MouseLook c# scripts on the Unity FPS with this one and tweek:

Remember you need this script 1) on your Main Camera (Axes set to MouseX) and 2)on the root First PersonController (Axes set to mouseY):

using UnityEngine;
using System.Collections;

[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;
    public float sensitivityY;

    public float minimumX = -360F;
    public float maximumX = 360F;

    public float minimumY = -60F;
    public float maximumY = 60F;

    float rotationY = 0F;

    public static float cur_x;
    public static float last_x;
    public static float cur_y;
    public static float last_y;

    void Update ()
    {
        if (axes == RotationAxes.MouseX)
        {
            cur_x = Mathf.Lerp(last_x, Input.GetAxis("Mouse X"), sensitivityX);
            last_x = cur_x;
        }
        else
        {
            cur_y = Mathf.Lerp(last_y, Input.GetAxis("Mouse Y"), sensitivityY);
            last_y = cur_y;
            transform.localEulerAngles += new Vector3(-cur_y, cur_x, 0);
        }
    }

    void Start ()
    {
        sensitivityX = 0.15f;
        sensitivityY = 0.15f;

        if (rigidbody)
            rigidbody.freezeRotation = true;
    }
}

Please pop me a msg if you use it in your game! Cheers!

Appreciate you sharing your code but you’re not lerping correctly. Consider using Mathf.MoveTowards() instead.

I am probably stupid, but looking at your links, I can’t see how MoveTowards() will be any different(better) than my method, so please validate your comment, thanks.

The start point moves every frame, the end point moves every frame and t will never reach 1.