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avatar image
Question by epa720 · Oct 06, 2016 at 05:49 PM · playerbugspin

Player bugs

I have player with first person camera. Sometimes player starts spinning super fast. how i can fix this?

alt text

alt text

I know that the problem is in mouse look script...

Mouse Look script that i use:

 using UnityEngine;
 [AddComponentMenu("Camera/Simple Smooth Mouse Look ")]
 public class MouseLook : MonoBehaviour
 {
     Vector2 _mouseAbsolute;
     Vector2 _smoothMouse;
 
     public Vector2 clampInDegrees = new Vector2(360, 180);
     public Vector2 sensitivity = new Vector2(2, 2);
     public Vector2 smoothing = new Vector2(3, 3);
     public Vector2 targetDirection;
     public Vector2 targetCharacterDirection;
 
     public GameObject characterBody;
 
     void Start()
     {
         targetDirection = transform.localRotation.eulerAngles;
         
         if (characterBody) targetCharacterDirection = characterBody.transform.localRotation.eulerAngles;
     }
 
     void Update()
     {
         var targetOrientation = Quaternion.Euler(targetDirection);
         var targetCharacterOrientation = Quaternion.Euler(targetCharacterDirection);
         
         var mouseDelta = new Vector2(Input.GetAxisRaw("Mouse X"), Input.GetAxisRaw("Mouse Y"));
         
         mouseDelta = Vector2.Scale(mouseDelta, new Vector2(sensitivity.x * smoothing.x, sensitivity.y * smoothing.y));
         
         _smoothMouse.x = Mathf.Lerp(_smoothMouse.x, mouseDelta.x, 1f / smoothing.x);
         _smoothMouse.y = Mathf.Lerp(_smoothMouse.y, mouseDelta.y, 1f / smoothing.y);
         
         _mouseAbsolute += _smoothMouse;
         
         if (clampInDegrees.x < 360)
             _mouseAbsolute.x = Mathf.Clamp(_mouseAbsolute.x, -clampInDegrees.x * 0.5f, clampInDegrees.x * 0.5f);
 
         var xRotation = Quaternion.AngleAxis(-_mouseAbsolute.y, targetOrientation * Vector3.right);
         transform.localRotation = xRotation;
         
         if (clampInDegrees.y < 360)
             _mouseAbsolute.y = Mathf.Clamp(_mouseAbsolute.y, -clampInDegrees.y * 0.5f, clampInDegrees.y * 0.5f);
 
         transform.localRotation *= targetOrientation;
         
         if (characterBody)
         {
             var yRotation = Quaternion.AngleAxis(_mouseAbsolute.x, characterBody.transform.up);
             characterBody.transform.localRotation = yRotation;
             characterBody.transform.localRotation *= targetCharacterOrientation;
         }
         else
         {
             var yRotation = Quaternion.AngleAxis(_mouseAbsolute.x, transform.InverseTransformDirection(Vector3.up));
             transform.localRotation *= yRotation;
         }
     }
 }
 


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