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Question by darkosevrof · Oct 22, 2020 at 03:45 PM · rotationscripting problemmovementfps controllerlookrotation

FPS Controller rotation,FPS Controller rotation problem

  1. Sorry for bad English :) I'm from Slovenia.

  2. I create my first 3d game and I followed Bracky tutorial ( https://www.youtube.com/watch?v=_QajrabyTJc ) Something works like looking up and down but if I want to move the mouse to left it goes for 1 sec but than glitched back to the center. Please help :) Thanks here is my code:

    using System.Collections; using System.Collections.Generic; using UnityEngine;

    public class MouseLook : MonoBehaviour {

      public float mouseSensitivity = 100f;
     
         public Transform playerBody;
     
         float xRotation = 0f;
     
         // Start is called before the first frame update
         void Start()
         {
             Cursor.lockState = CursorLockMode.Locked;
         }
     
         // Update is called once per frame
         void Update()
         {
             float mouseX = Input.GetAxis("Mouse X") * mouseSensitivity * Time.deltaTime;
             float mouseY = Input.GetAxis("Mouse Y") * mouseSensitivity * Time.deltaTime;
     
             xRotation -= mouseY;
             xRotation = Mathf.Clamp(xRotation, -90f, 90f);
     
             transform.localRotation = Quaternion.Euler(xRotation, 0f, 0f);
             playerBody.Rotate(Vector3.up * mouseX);
         }
     }
    
    
    
    
    
    

, 1. Sorry for bad English, I'm from Slovenia :). 2. So I want to make 3d game and I follow the Bracky tutorial. ( https://www.youtube.com/watch?v=_QajrabyTJc ) I type everything just like he and it's not working well. My rotation in Y is working (up and down) but in X (left and right) not. If I drag the mouse in left or right it goes for 1 sec and glitched back in center.

 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 
 public class MouseLook : MonoBehaviour
 {
 
     public float mouseSensitivity = 100f;
 
     public Transform playerBody;
 
     float xRotation = 0f;
 
     // Start is called before the first frame update
     void Start()
     {
         Cursor.lockState = CursorLockMode.Locked;
     }
 
     // Update is called once per frame
     void Update()
     {
         float mouseX = Input.GetAxis("Mouse X") * mouseSensitivity * Time.deltaTime;
         float mouseY = Input.GetAxis("Mouse Y") * mouseSensitivity * Time.deltaTime;
 
         xRotation -= mouseY;
         xRotation = Mathf.Clamp(xRotation, -90f, 90f);
 
         transform.localRotation = Quaternion.Euler(xRotation, 0f, 0f);
         playerBody.Rotate(Vector3.up * mouseX);
     }
 }

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