#rotation problem
1 messages · Page 1 of 1 (latest)
so
public gameobject camera
float xrot -= rotationY
:)
yes
do that
it should work?
waiit
try doing
public float xrot
xrot -= rotationY;
declate xrot first
that will work
ya
will work
lemme send the variables
public float sensitivity;
public GameObject cam;
private float xrot;
float mouseX = Input.GetAxis("Mouse X") * sensitivity;
float mouseY = Input.GetAxis("Mouse Y") * sensitivity;
xrot -= mouseY;
xrot = Mathf.Clamp(xrot, -90f, 90f);
cam.transform.localRotation = Quaternion.Euler(xrot, 0f, 0f);
transform.Rotate(Vector3.up * mouseX);
just paste everythin
delete variables
or make a new script
WHERES UPDATE
make a new script
yes
paste it
dude you gotta learn unity basics first
MAKE A SENSITIVITY FLOAT
show ur full code
paste it
paste ur code here
ty
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Rotate : MonoBehaviour
{
public float sensitivity;
public GameObject cam;
private float xrot;
// Start is called before the first frame update
void Start()
{
}
// Update is called once per frame
void Update()
{
float mouseX = Input.GetAxis("Mouse X") * sensitivity;
float mouseY = Input.GetAxis("Mouse Y") * sensitivity;
xrot -= mouseY;
xrot = Mathf.Clamp(xrot, -90f, 90f);
cam.transform.localRotation = Quaternion.Euler(xrot, 0f, 0f);
transform.Rotate(Vector3.up * mouseX);
}
}
should work
wat
can u screenshare
call me now