I’ve written a script that gets the X and Y movement from the mouse and translates that into rotation in the x & y axis.
if (isMouseLookMode == true)
{
mouseMovement.x = mouseLookSensitivity * Input.GetAxis ("Mouse X");
mouseMovement.y = -mouseLookSensitivity * Input.GetAxis ("Mouse Y");
transform.Rotate (mouseMovement.y, mouseMovement.x, 0);
}
However, I had to swap the x with the y values, and make the y value negative to achieve the same mouse rotation as in Unity (ie. holding down right mouse button rotates the viewport).
Why is this the case?