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Question by voxsar1 · Feb 07, 2012 at 08:50 AM · mouse controlaerodynamics

Mouse based based aeroplane movement

I tried to move a aeroplane for my game using this following script below

 var horizontalSpeed : float = 2.0;
 var verticalSpeed : float = 2.0;
 
 function FixedUpdate () {
     Screen.showCursor = false; //hide the mouse cursor in game
 
     // Get the mouse delta. This is not in the range -1...1
     var h : float = horizontalSpeed * Input.GetAxis ("Mouse X");
     var v : float = verticalSpeed * Input.GetAxis ("Mouse Y");
     transform.Rotate (-v, h, 0);
 }

it is used together with the following script

 var speed = 20;
 function Update () {
     if (Input.GetKey(KeyCode.UpArrow)){
         speed +=2;
     }
     if (Input.GetKey(KeyCode.DownArrow)){
         speed -=2;
     }
 transform.Translate(Vector3.forward *speed* Time.deltaTime);
 }

the up/down arrow keys increase and decrease the speed, problem is it does not work excatly as i expect does anyone have any input or suggestions for the code

my objective is to get the plane to move up, down, right, left

but the 'left side to right side' tilt of the plane (Roll), is controlled by the left and right arrow keys, but the plane keeps turning upside down after moveing the mouse for a while

I need it to turn where i point, but (the roll is done from the left/right keys), what is going wrong here, (I am new to unity script, but i learnt java and javascript for web development)

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Answer by tonydemot · Feb 08, 2012 at 05:24 AM

you can add a mathf.clamp to clamp the rotation to a certain degree or do you want it to spin around ?

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avatar image voxsar1 · Feb 08, 2012 at 05:13 PM 0
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Thanks but i don't know how mathf does clamping like that?, well i don;t want it to spin around, i want it to move like the 1st person script, but roll when turning left or right, and pitching up and down when increase up and down

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Answer by aliakbo · Feb 08, 2012 at 07:11 PM

Your problem is here

 var speed = 20;
  function Update () {
      if (Input.GetKey(KeyCode.UpArrow)){
         speed +=2;
      }
      if (Input.GetKey(KeyCode.DownArrow)){
         speed -=2;
      }
  transform.Translate(Vector3.forward*speed* Time.deltaTime);
  }

As you can see,

   speed +=2;

Speed will constantly increase while you are holding down the up/down arrow. You could restrict the limit on speed by putting if in a if statement

 if( speed< 20)
      speed +=2;
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avatar image voxsar1 · Feb 09, 2012 at 01:20 AM 0
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Thanks the movement can be limited, true but my real problem is the movement using the mouse, i need the aeroplane to be directed by the mouse, can you help me with that

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