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Question by AMVkage · Jan 14 at 08:09 AM · c#camera

camera won't tilt when wallrunning

I've got a wall-running and camera tilt script, but the camera tilt script doesn't work when wall-running does anyone know how to fix it? thanks! here is the script: using System.Collections; using System.Collections.Generic; using UnityEngine;

 public class CameraController : MonoBehaviour
 {
 
     public Camera mainCamera;
     public Camera weaponCamera;
     public float sensX = 300f;
     public float sensY = 300f;
     float baseFov = 90f;
     float maxFov = 95f;
     public float wallRunTilt = 5000f;
 
     float wishTilt = 0;
     float curTilt = 0;
     Vector2 currentLook;
     Vector2 sway = Vector3.zero;
     float fov;
     Rigidbody rb;
 
     void Start()
     {
         rb = GetComponentInParent<Rigidbody>();
         curTilt = transform.localEulerAngles.z;
         Cursor.lockState = CursorLockMode.Locked;
         Cursor.visible = false;
     }
 
     void Update()
     {
         RotateMainCamera();
     }
 
     void FixedUpdate()
     {
         float addedFov = rb.velocity.magnitude - 3.44f;
         fov = Mathf.Lerp(fov, baseFov + addedFov, 0.5f);
         fov = Mathf.Clamp(fov, baseFov, maxFov);
         mainCamera.fieldOfView = fov;
         weaponCamera.fieldOfView = fov;
 
         currentLook = Vector2.Lerp(currentLook, currentLook + sway, 0.8f);
         curTilt = Mathf.LerpAngle(curTilt, wishTilt * wallRunTilt, 0.05f);
 
         sway = Vector2.Lerp(sway, Vector2.zero, 0.2f);
     }
 
     void RotateMainCamera()
     {
         Vector2 mouseInput = new Vector2(Input.GetAxisRaw("Mouse X"), Input.GetAxisRaw("Mouse Y"));
         mouseInput.x *= sensX;
         mouseInput.y *= sensY;
 
         currentLook.x += mouseInput.x;
         currentLook.y = Mathf.Clamp(currentLook.y += mouseInput.y, -90, 90);
 
         transform.localRotation = Quaternion.AngleAxis(-currentLook.y, Vector3.right);
         transform.localEulerAngles = new Vector3(transform.localEulerAngles.x, transform.localEulerAngles.y, curTilt);
         transform.root.transform.localRotation = Quaternion.Euler(0, currentLook.x, 0);
     }
 
     public void Punch(Vector2 dir)
     {
         sway += dir;
     }
 
     #region Setters
     public void SetTilt(float newVal)
     {
         wishTilt = newVal;
     }
 
     public void SetXSens(float newVal)
     {
         sensX = newVal;
     }
 
     public void SetYSens(float newVal)
     {
         sensY = newVal;
     }
 
     public void SetFov(float newVal)
     {
         baseFov = newVal;
     }
     #endregion
 }
 
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