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Question by goodborb · Dec 15, 2019 at 11:06 AM · rotationfirst-person

Trying to get a basic first person camera working only one axis rotating

my code is parented to a camera in unity 3d, for some reason, it is only letting me move on one axis at a time. When I comment out a Quatornian.AngleAxis line suddenly the other line will start working and I can smoothly rotate the camera with the mouse on that axis.

   public class CameraMovement : MonoBehaviour
     {
         [SerializeField] private float multiplier = 100.0f;
         private Transform cameraTransformControls;
     
         [SerializeField]
         private float xRotation, yRotation = 0;
         // Start is called before the first frame update
         void Start()
         {
             Cursor.lockState = CursorLockMode.Locked;
             cameraTransformControls = this.GetComponent<Transform>();
         }
     
         // Update is called once per frame
         void Update()
         {
             //Camera.main.ScreenToViewportPoint(Input.mousePosition)
             //cameraTransformControls.Rotate(Input.GetAxis("Mouse Y") * multiplier, -Input.GetAxis("Mouse X") * multiplier, 0.0f, Space.World);
             float mouseX = Input.GetAxis("Mouse X") * multiplier * Time.deltaTime;
             float mouseY = Input.GetAxis("Mouse Y") * multiplier * Time.deltaTime;
     
             xRotation -= mouseY;
             xRotation = Mathf.Clamp(xRotation, -90f, 90f);
     
             yRotation -= mouseX;
     
             transform.localRotation = Quaternion.AngleAxis(xRotation, Vector3.right);
             transform.localRotation = Quaternion.AngleAxis(yRotation, Vector3.up);
         }

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Answer by Wilomomo · Dec 15, 2019 at 02:49 PM

Let me correct your script :

 float mouseX = Input.GetAxis("Mouse X") * multiplier * Time.deltaTime;
              float mouseY = Input.GetAxis("Mouse Y") * multiplier * Time.deltaTime;
      
              xRotation -= mouseY;
              xRotation = Mathf.Clamp(xRotation, -90f, 90f);
      
              yRotation -= mouseX;
      
              transform.localEulerAngles = xRotation * Vector3.right + yRotation * Vector3.up;
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