#Player Y axis rotation with Camera
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Is that it?
I said that before lol
Rotate the player
But make the camera a child
Or you can use a parental constraint
But I don’t reccomend that for this particular issue
What’s that video
It doesn’t matter
You rotate the player
Not the camera
And the camera will rotate with the luff
Same code
But for the player instead of camera
Don’t rotate the camera rn…
Just rotate the player
So the player can look right and left
Remove everything u have for rotations
We’ll start from scratch
Now what does input.getsxis(mouse x) do?
What does mouse x returns tho
What does that int ewusl to
Ready for this
Make a variable
Make it public
Set it equal to get axis mouse x
Look in the inspector
See the number it returns
What is that float
What is the number that like returns
Input.getaxis(mouse x)
What float does that return
Nice
So what that returns is if you are looking right it provided a number
A small number
Like .4
Or 3
Whatever
Now when you look right that number will always be low
But how can you make that a rotations
We’ll add it to a variable
If you do that
Then the variable becomes the x rotations
That’s wrong
As I am explaining
You are setting mouseX to 0.4* sensitivity
And you are making that your mouse Rotstion
*look
No
What you have to do is this
mouseX += that line
Now the longer you are moving your mouse right
The more that adds to the variable
Which means the higher the Rotstion is
If you move it left
It’s negative
And it will subtract from the Rotstion
Do you understand?
Be honest if u don’t
I can explain it better
Birth
Both the variable
S
Make it +=
Alright
Now
Rotate your player’s y Rotstion
With mouse x
That’s just not how rotations work…
Try it…
I may be mixed up on the placement
But I believe it’s right
Yes
The player
It can be attached to the camera if you have a reference to the player class
But it’s smarter to have it on the player
Since that is what you are rotating left and right
Don’t do this
Remove rust
*that
Because you are making the camera the player’s child
Did it work?
The fix…
What I told you.
Well with that same quaternion.eular thing
Don’t clamp anything
Why are you clamping it
It’s the x Rotstion
Why did you add back that other code
I told you to do += remember
You just posted a screenshot without it
Wel you just create the variables and rotate the player on the y axis with the mouseX
Set the players Rotstion with quaternion.eular
Player’s Rotstion is equal to quaternion.eular with x as transform.Rotstion.x, y is the x mouse variable, z is transform.Rotstion.z
Not too complicated
Set the players Rotstion to the player x and z Rotstion and make the y the mosusX variable
Alr
I have to go now but ask in general beginner code. I know it’s frustrating. They can help you understand anything you need to do. When I can get on later I will explain all of this stuff. Watch some unity c# tutorials on rotations
Did you get it @brisk flare ?
Is this the one?
@brisk flare I helped u so much what r u stuck on
wdym
Did you try what I showed you?
show ur code
mouse y has an error
well u need to do that
bro
u never set rotations
you literally just created variables
so it shouldnt work
like I said
get a reference to the player
then do player.transform.rotation = Quaternion.Eular(transform.rotation.x, mouseX, transform.rotation.z)
huh?
that will make you look left and right
did it work?
yes
thats it
no
yes
did it work
yay
now do you want to look up and down?
mouseY = Mathf.Clamp(mouseY, -90, 90);
camera.transform.localRotation = Quaternion.Eular(mouseY, camera.transform.rotation.y, camera.transform.rotation.z);
you can make it more efficient than that
but it works
yeah thatever
not hard at all
nice