I am trying to make a mouse look script that uses android input not mouse inout can some one help me please thanks in advanced. Here is my mouse look script
using UnityEngine;
using System.Collections;
/// MouseLook rotates the transform based on the mouse delta.
/// Minimum and Maximum values can be used to constrain the possible rotation
/// To make an FPS style character:
/// - Create a capsule.
/// - Add a rigid body to the capsule
/// - Add the MouseLook script to the capsule.
/// -> Set the mouse look to use LookX. (You want to only turn character but not tilt it)
/// - Add FPSWalker script to the capsule
/// - Create a camera. Make the camera a child of the capsule. Reset it's transform.
/// - Add a MouseLook script to the camera.
/// -> Set the mouse look to use LookY. (You want the camera to tilt up and down like a head. The character already turns.)
[AddComponentMenu("Camera-Control/Mouse Look")]
public class MouseLook : MonoBehaviour {
public enum RotationAxes { MouseXAndY = 0, MouseX = 1, MouseY = 2 }
public RotationAxes axes = RotationAxes.MouseXAndY;
public float sensitivityX = 15F;
public float sensitivityY = 15F;
public float minimumX = -360F;
public float maximumX = 360F;
public float minimumY = -60F;
public float maximumY = 60F;
float rotationX = 0F;
float rotationY = 0F;
Quaternion originalRotation;
void Update ()
{
if (axes == RotationAxes.MouseXAndY)
{
// Read the mouse input axis
rotationX += Input.GetAxis("Mouse X") * sensitivityX;
rotationY += Input.GetAxis("Mouse Y") * sensitivityY;
rotationX = ClampAngle (rotationX, minimumX, maximumX);
rotationY = ClampAngle (rotationY, minimumY, maximumY);
Quaternion xQuaternion = Quaternion.AngleAxis (rotationX, Vector3.up);
Quaternion yQuaternion = Quaternion.AngleAxis (rotationY, -Vector3.right);
transform.localRotation = originalRotation * xQuaternion * yQuaternion;
}
else if (axes == RotationAxes.MouseX)
{
rotationX += Input.GetAxis("Mouse X") * sensitivityX;
rotationX = ClampAngle (rotationX, minimumX, maximumX);
Quaternion xQuaternion = Quaternion.AngleAxis (rotationX, Vector3.up);
transform.localRotation = originalRotation * xQuaternion;
}
else
{
rotationY += Input.GetAxis("Mouse Y") * sensitivityY;
rotationY = ClampAngle (rotationY, minimumY, maximumY);
Quaternion yQuaternion = Quaternion.AngleAxis (-rotationY, Vector3.right);
transform.localRotation = originalRotation * yQuaternion;
}
}
void Start ()
{
// Make the rigid body not change rotation
if (rigidbody)
rigidbody.freezeRotation = true;
originalRotation = transform.localRotation;
}
public static float ClampAngle (float angle, float min, float max)
{
if (angle < -360F)
angle += 360F;
if (angle > 360F)
angle -= 360F;
return Mathf.Clamp (angle, min,
}
}
Please help this post might be posted out late but please help I am stuck if you help you will be a LEGEND for ever and ever