Ok, in the Standard Assets, you can find a prefab - First Person Controller - This prefab has a standard script attached to it, called Mouse Look (Script). I am looking for some way to change it, or make a new one, where the camera will smoothly look around when the mouse is moved
I am new with unity and scripting, so any advice will be helpful, and pls explain clearly
thankyou in advance!
I haven’t tested this myself, but you could try to adjust the angular drag of the Rigidbody attached to the CharacterController.
controller.attachedRigidbody.angularDrag = 10;
hey, iv solved the problem:
i attached this script to the character, and set the target to the head bone :
var target : Transform;
var distance = -2.0;
var xSpeed = 750.0;
var ySpeed = 120.0;
var yMinLimit = -40;
var yMaxLimit = 80;
private var x = 0.0;
private var y = 0.0;
var smoothTime = 0.3;
private var xSmooth = 0.0;
private var ySmooth = 0.0;
private var xVelocity = 0.0;
private var yVelocity = 0.0;
private var posSmooth = Vector3.zero;
private var posVelocity = Vector3.zero;
@script AddComponentMenu(“Camera-Control/Mouse Orbit smoothed”)
function Start () {
var angles = transform.eulerAngles;
x = angles.y;
y = angles.x;
// Make the rigid body not change rotation
if (rigidbody)
rigidbody.freezeRotation = true;
}
function LateUpdate () {
if (target) {
x += Input.GetAxis(“Mouse X”) * xSpeed * 0.02;
y -= Input.GetAxis(“Mouse Y”) * ySpeed * 0.02;
xSmooth = Mathf.SmoothDamp(xSmooth, x, xVelocity, smoothTime);
ySmooth = Mathf.SmoothDamp(ySmooth, y, yVelocity, smoothTime);
ySmooth = ClampAngle(ySmooth, yMinLimit, yMaxLimit);
var rotation = Quaternion.Euler(ySmooth, xSmooth, 0);
// posSmooth = Vector3.SmoothDamp(posSmooth,target.position,posVelocity,smoothTime);
posSmooth = target.position; // no follow smoothing
transform.rotation = rotation;
transform.position = rotation * Vector3(0.0, 0.0, -distance) + posSmooth;
}
}
static function ClampAngle (angle : float, min : float, max : float) {
if (angle < -360)
angle += 360;
if (angle > 360)
angle -= 360;
return Mathf.Clamp (angle, min, max);
}
Incase u are wondering, i got this script from this question:
All i did, was change the settings around, so that it could be used for a First Person Controller
Thankyou guys for the answers, but i do not know what to do with the scripts u have given me (like i said, i am a complete novicec at this)
Right now i am using the simple MouseLook script, and i do not know how to incorporate the scripts you have given me. could u help? maybe give some script that i could just attach to the camera?
if you look on Unity Wiki there is a SmoothMouseLook copy of the MouseLook.cs from unity.
using UnityEngine;
using System.Collections;
using System.Collections.Generic;
[AddComponentMenu("Camera-Control/Smooth Mouse Look")]
public class SmoothMouseLook : 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 rotationX = 0F;
float rotationY = 0F;
private List<float> rotArrayX = new List<float>();
float rotAverageX = 0F;
private List<float> rotArrayY = new List<float>();
float rotAverageY = 0F;
public float frameCounter = 20;
Quaternion originalRotation;
void Update ()
{
if (axes == RotationAxes.MouseXAndY)
{
rotAverageY = 0f;
rotAverageX = 0f;
rotationY += Input.GetAxis("Mouse Y") * sensitivityY;
rotationX += Input.GetAxis("Mouse X") * sensitivityX;
rotArrayY.Add(rotationY);
rotArrayX.Add(rotationX);
if (rotArrayY.Count >= frameCounter) {
rotArrayY.RemoveAt(0);
}
if (rotArrayX.Count >= frameCounter) {
rotArrayX.RemoveAt(0);
}
for(int j = 0; j < rotArrayY.Count; j++) {
rotAverageY += rotArrayY[j];
}
for(int i = 0; i < rotArrayX.Count; i++) {
rotAverageX += rotArrayX*;*
-
}* -
rotAverageY /= rotArrayY.Count;* -
rotAverageX /= rotArrayX.Count;* -
rotAverageY = ClampAngle (rotAverageY, minimumY, maximumY);* -
rotAverageX = ClampAngle (rotAverageX, minimumX, maximumX);* -
Quaternion yQuaternion = Quaternion.AngleAxis (rotAverageY, Vector3.left);* -
Quaternion xQuaternion = Quaternion.AngleAxis (rotAverageX, Vector3.up);*
_ transform.localRotation = originalRotation * xQuaternion * yQuaternion;_
-
}* -
else if (axes == RotationAxes.MouseX)* -
{ * -
rotAverageX = 0f;*
_ rotationX += Input.GetAxis(“Mouse X”) * sensitivityX;_
-
rotArrayX.Add(rotationX);* -
if (rotArrayX.Count >= frameCounter) {* -
rotArrayX.RemoveAt(0);* -
}* -
for(int i = 0; i < rotArrayX.Count; i++) {*
_ rotAverageX += rotArrayX*;_
_ }_
_ rotAverageX /= rotArrayX.Count;*_
* rotAverageX = ClampAngle (rotAverageX, minimumX, maximumX);*
* Quaternion xQuaternion = Quaternion.AngleAxis (rotAverageX, Vector3.up);*
_ transform.localRotation = originalRotation * xQuaternion; _
* }*
* else*
* { *
* rotAverageY = 0f;*
_ rotationY += Input.GetAxis(“Mouse Y”) * sensitivityY;_
* rotArrayY.Add(rotationY);*
* if (rotArrayY.Count >= frameCounter) {*
* rotArrayY.RemoveAt(0);*
* }*
* for(int j = 0; j < rotArrayY.Count; j++) {*
* rotAverageY += rotArrayY[j];*
* }*
* rotAverageY /= rotArrayY.Count;*
* rotAverageY = ClampAngle (rotAverageY, minimumY, maximumY);*
* Quaternion yQuaternion = Quaternion.AngleAxis (rotAverageY, Vector3.left);*
_ transform.localRotation = originalRotation * yQuaternion;_
* }*
* }*
* void Start ()*
* { *
* if (rigidbody)*
* rigidbody.freezeRotation = true;*
* originalRotation = transform.localRotation;*
* }*
* public static float ClampAngle (float angle, float min, float max)*
* {*
* angle = angle % 360;*
* if ((angle >= -360F) && (angle <= 360F)) {*
* if (angle < -360F) {*
* angle += 360F;*
* }*
* if (angle > 360F) {*
* angle -= 360F;*
* } *
* }*
* return Mathf.Clamp (angle, min, max);*
* }*
}