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Question by awplays49 · Jan 01, 2015 at 12:16 AM · camerayx

Broken code, need help tonight if possible please

So if you add this to a player, and move around, it kinda flashes between where its suppoosed to be and somewhere else. i want it to make the camera move between a top down view and a behind view, depending on the mouse y axis. so if the mouse moves down, it will become top down. but only move as much as the mouse moved, hence the delta i added in.

 using UnityEngine;
 using System.Collections;
 
 public class CameraController : MonoBehaviour {
     
     public float Sensitivity;
     public float MaxDistance;
     public float MaxAngle;
     private float MouseY;
     private float MouseYSet;
     private float CameraAngleX;
     private float PlayerHead;
     private float PlayerBack;
     
     private float CameraY;
     private float CameraZ;
 
     public GameObject CameraTarget;
     
     void Start () {
         PlayerHead = CameraTarget.transform.position.y + CameraTarget.transform.lossyScale.y / 2;
         PlayerBack = CameraTarget.transform.position.z - CameraTarget.transform.lossyScale.z / 2;
     }
     
     void Update () {
         // Look controls
         MouseY -= Input.GetAxisRaw ("Mouse Y");
         CameraAngleX = Mathf.Clamp (CameraAngleX + (MouseY - MouseYSet) * Sensitivity * 10, -MaxAngle, MaxAngle);
         CameraY = Mathf.Clamp (CameraY + (MouseY - MouseYSet) * Sensitivity * 10, CameraTarget.transform.localPosition.y, PlayerHead + MaxDistance);
         CameraZ = Mathf.Clamp (CameraZ + (MouseY - MouseYSet) * Sensitivity * 10, PlayerBack - MaxDistance, CameraTarget.transform.localPosition.z); 
         if (MouseY != 0)
         {
             transform.localRotation = Quaternion.Euler (CameraAngleX, transform.localRotation.y, transform.localRotation.z);
             transform.localPosition = new Vector3 (transform.localPosition.x, CameraY, CameraZ);
             MouseYSet = MouseY;
         }
     }
 }
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avatar image Eluate · Jan 01, 2015 at 12:33 AM 0
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Tell us the problem please.

avatar image awplays49 · Jan 01, 2015 at 12:38 AM 0
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try it, its just glitching out and shaking.

avatar image awplays49 · Jan 01, 2015 at 12:59 AM 0
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Playerhead is supposed to equal to the point right at the top of the entire player, playerback the same but with his back.

avatar image awplays49 · Jan 01, 2015 at 01:03 AM 0
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i changed it because i thought it was the problem.

i just cahanged al of them to localposition and theyre still acting up

avatar image awplays49 · Jan 01, 2015 at 01:06 AM 0
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 using UnityEngine;
 using System.Collections;
 
 public class CameraController : $$anonymous$$onoBehaviour {
     
     public float Sensitivity;
     public float $$anonymous$$axDistance;
     public float $$anonymous$$axAngle;
     private float $$anonymous$$ouseY;
     private float $$anonymous$$ouseYSet;
     private float CameraAngleX;
     private float PlayerHead;
     private float PlayerBack;
     
     private float CameraY;
     private float CameraZ;
 
     public GameObject CameraTarget;
     
     void Start () {
         PlayerHead = CameraTarget.transform.localPosition.y + CameraTarget.transform.lossyScale.y / 2;
         PlayerBack = CameraTarget.transform.localPosition.z - CameraTarget.transform.lossyScale.z / 2;
     }
     
     void Update () {
         // Look controls
         $$anonymous$$ouseY -= Input.GetAxisRaw ("$$anonymous$$ouse Y");
         CameraAngleX = $$anonymous$$athf.Clamp (CameraAngleX + ($$anonymous$$ouseY - $$anonymous$$ouseYSet) * Sensitivity * 10, -$$anonymous$$axAngle, $$anonymous$$axAngle);
         CameraY = $$anonymous$$athf.Clamp (CameraY + ($$anonymous$$ouseY - $$anonymous$$ouseYSet) * Sensitivity * 10, CameraTarget.transform.localPosition.y, PlayerHead + $$anonymous$$axDistance);
         CameraZ = $$anonymous$$athf.Clamp (CameraZ + ($$anonymous$$ouseY - $$anonymous$$ouseYSet) * Sensitivity * 10, PlayerBack - $$anonymous$$axDistance, CameraTarget.transform.localPosition.z); 
         if ($$anonymous$$ouseY != 0)
         {s
             transform.localRotation = Quaternion.Euler (CameraAngleX, transform.localRotation.y, transform.localRotation.z);
             transform.localPosition = new Vector3 (transform.localPosition.x, CameraY, CameraZ);
             $$anonymous$$ouseYSet = $$anonymous$$ouseY;
         }
     }
 }

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Answer by Eluate · Jan 01, 2015 at 01:01 AM

All your variables should either be position or localposition.

You are assigning position and localposition and using them together.

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