#camera movement
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The issue might be due to the camera's rotation being directly linked to the player's rotation. To fix this, separate the camera control from the player control. Ensure that the camera script or method follows the player's position but does not mirror the player's rotation. Use Quaternion.LookRotation for smooth camera orientation towards the player, and check your input handling to ensure mouse movements only affect the camera, not the player's rotation. If the problem persists, isolate parts of your code to pinpoint the issue.