Quantcast
Channel: Questions in topic: "drawray"
Viewing all articles
Browse latest Browse all 92

Call an exorcist.

$
0
0
Whenever I start up my game and move the camera my character gets possessed and break dances (I can't get a clear screen shot of it but the orange lines are a drawray from my camera so you can probably see what's wrong): ![alt text][1] ![alt text][2] [1]: /storage/temp/92557-call-an-exorcist.png [2]: /storage/temp/92558-call-an-exorcist-2.png Here are my Movement and MouseLook scripts: My mouselook script: using UnityEngine; using System.Collections; public class MouseLook : MonoBehaviour { // The mouse movement, smoothing and sensitivity vectors. Vector2 mouseLook; Vector2 smoothV; // The sensitivity and smoothing values. public float sensitivity = 5.0f; public float smoothing = 2.0f; public float ClampDegreeCap = 70f; // The character gameobject. private GameObject Character; void Start () { // The character object. Character = this.transform.parent.gameObject; } void Update () { // The original raw movement. var md = new Vector2(Input.GetAxisRaw("Mouse X"), Input.GetAxisRaw("Mouse Y")); // The movement smoothing and sensitivity. md = Vector2.Scale(md, new Vector2(sensitivity * smoothing, sensitivity * smoothing)); smoothV.x = Mathf.Lerp(smoothV.x, md.x, 1f / smoothing); smoothV.y = Mathf.Lerp(smoothV.y, md.y, 1f / smoothing); mouseLook += smoothV; // The movement cap. mouseLook.y = Mathf.Clamp(mouseLook.y, -ClampDegreeCap, ClampDegreeCap); // The rotation that moves the camera and the character. transform.localRotation = Quaternion.AngleAxis(-mouseLook.y, Vector3.right); Character.transform.localRotation = Quaternion.AngleAxis(mouseLook.x, Character.transform.up); } } My movement script: using UnityEngine; using System.Collections; public class CharacterMovement : MonoBehaviour { // The speed value. public float speed = 4.0f; void Start () { // The mouse is invisible when the game is started. Cursor.lockState = CursorLockMode.Locked; } void Update () { // The movement input. float translation = Input.GetAxis("Vertical") * speed; float straffe = Input.GetAxis ("Horizontal") * speed; // The code that smoothes the movement. translation *= Time.deltaTime; straffe *= Time.deltaTime; // The movement output. transform.Translate(straffe, 0, translation); // To see the mouse again after pressing a cerntain key. if (Input.GetKeyDown("escape")) Cursor.lockState = CursorLockMode.None; } } Any help is MUCH appreaciated.

Viewing all articles
Browse latest Browse all 92

Trending Articles