Created
January 8, 2020 10:17
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A simple First Person Camera rotation script for Unity.
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using UnityEngine; | |
/// <summary> | |
/// A simple FPP (First Person Perspective) camera rotation script. | |
/// Like those found in most FPS (First Person Shooter) games. | |
/// </summary> | |
public class FirstPersonCameraRotation : MonoBehaviour { | |
public float Sensitivity { | |
get { return sensitivity; } | |
set { sensitivity = value; } | |
} | |
[Range(0.1f, 9f)][SerializeField] float sensitivity = 2f; | |
[Tooltip("Limits vertical camera rotation. Prevents the flipping that happens when rotation goes above 90.")] | |
[Range(0f, 90f)][SerializeField] float yRotationLimit = 88f; | |
Vector2 rotation = Vector2.zero; | |
const string xAxis = "Mouse X"; //Strings in direct code generate garbage, storing and re-using them creates no garbage | |
const string yAxis = "Mouse Y"; | |
void Update(){ | |
rotation.x += Input.GetAxis(xAxis) * sensitivity; | |
rotation.y += Input.GetAxis(yAxis) * sensitivity; | |
rotation.y = Mathf.Clamp(rotation.y, -yRotationLimit, yRotationLimit); | |
var xQuat = Quaternion.AngleAxis(rotation.x, Vector3.up); | |
var yQuat = Quaternion.AngleAxis(rotation.y, Vector3.left); | |
transform.localRotation = xQuat * yQuat; //Quaternions seem to rotate more consistently than EulerAngles. Sensitivity seemed to change slightly at certain degrees using Euler. transform.localEulerAngles = new Vector3(-rotation.y, rotation.x, 0); | |
} | |
} |
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Thank you so much. Ive been struggling on this