• Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
  • Asset Store
  • Get Unity

UNITY ACCOUNT

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account
  • Blog
  • Forums
  • Answers
  • Evangelists
  • User Groups
  • Beta Program
  • Advisory Panel

Navigation

  • Home
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
    • Blog
    • Forums
    • Answers
    • Evangelists
    • User Groups
    • Beta Program
    • Advisory Panel

Unity account

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account

Language

  • Chinese
  • Spanish
  • Japanese
  • Korean
  • Portuguese
  • Ask a question
  • Spaces
    • Default
    • Help Room
    • META
    • Moderators
    • Topics
    • Questions
    • Users
    • Badges
  • Home /
avatar image
Question by unity_c1zol9zYXCBE5Q · Apr 16, 2018 at 07:51 PM · rotationquaternionmouselookquaternions

How do i make my Mouselook behave when changing the z rotation?

My Quaternions-based mouselook works perfectly fine when my character is upright but when the z rotation of my character is changed everything behaves weird. Here is my code:

 void Update () {
     if (axes == RotationAxes.MouseXAndY)
     {
         
         rotationX += Input.GetAxis("Mouse X") * sensitivityX;
         rotationY += Input.GetAxis("Mouse Y") * sensitivityY;

         rotationX = Mathf.Clamp(rotationX, minimumX, maximumX);
         rotationY = Mathf.Clamp(rotationY, minimumY, maximumY);
         Quaternion xQuaternion = Quaternion.AngleAxis(rotationX, Vector3.up);
         Quaternion yQuaternion = Quaternion.AngleAxis(rotationY, -Vector3.right);
         transform.rotation = xQuaternion * yQuaternion;
     }
     else if (axes == RotationAxes.MouseX)
     {
         rotationX += Input.GetAxis("Mouse X") * sensitivityX;
         rotationX = Mathf.Clamp(rotationX, minimumX, maximumX);
         Quaternion xQuaternion = Quaternion.AngleAxis(rotationX, Vector3.up);
         transform.rotation = xQuaternion;
     }
     else
     {
         rotationY += Input.GetAxis("Mouse Y") * sensitivityY;
         rotationY = Mathf.Clamp(rotationY, minimumY, maximumY);
         Quaternion yQuaternion = Quaternion.AngleAxis(-rotationY, Vector3.right);
         transform.rotation = yQuaternion;
     }
     

Thanks in advance. (yes i am a noob)

Comment

People who like this

0 Show 0
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

0 Replies

· Add your reply
  • Sort: 

Your answer

Hint: You can notify a user about this post by typing @username

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Welcome to Unity Answers

If you’re new to Unity Answers, please check our User Guide to help you navigate through our website and refer to our FAQ for more information.

Before posting, make sure to check out our Knowledge Base for commonly asked Unity questions.

Check our Moderator Guidelines if you’re a new moderator and want to work together in an effort to improve Unity Answers and support our users.

Follow this Question

Answers Answers and Comments

107 People are following this question.

avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image

Related Questions

How to use quaternions to apply an offset to a rotation to calibrate a controller 1 Answer

Get real compass direction 1 Answer

Problem restoring proper camera rotation 1 Answer

How to make camera rotation relative to target. 3 Answers

Limiting the camera's rotation using quaternions, camera sticking to top/bottom limit angles 0 Answers


Enterprise
Social Q&A

Social
Subscribe on YouTube social-youtube Follow on LinkedIn social-linkedin Follow on Twitter social-twitter Follow on Facebook social-facebook Follow on Instagram social-instagram

Footer

  • Purchase
    • Products
    • Subscription
    • Asset Store
    • Unity Gear
    • Resellers
  • Education
    • Students
    • Educators
    • Certification
    • Learn
    • Center of Excellence
  • Download
    • Unity
    • Beta Program
  • Unity Labs
    • Labs
    • Publications
  • Resources
    • Learn platform
    • Community
    • Documentation
    • Unity QA
    • FAQ
    • Services Status
    • Connect
  • About Unity
    • About Us
    • Blog
    • Events
    • Careers
    • Contact
    • Press
    • Partners
    • Affiliates
    • Security
Copyright © 2020 Unity Technologies
  • Legal
  • Privacy Policy
  • Cookies
  • Do Not Sell My Personal Information
  • Cookies Settings
"Unity", Unity logos, and other Unity trademarks are trademarks or registered trademarks of Unity Technologies or its affiliates in the U.S. and elsewhere (more info here). Other names or brands are trademarks of their respective owners.
  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges