Its hard to pinpoint the problem from the vid so how bout posting some parts of the script that may be causing the error. Is the problem with the animation or the script you think? Is the problem that the camera spins all the way around instead of just peaks? You probably know this but you don't have to upload a vid to youtube for a question here, you can load your video right here in the forum.
the animation keeps on spinning and then stops, it doesnt peek like its supposed to, i gues you can say the animation isnt playing how its supposed to, here is the script: Code (csharp): var lookSensitivity : float = 5; @HideInInspector var currentXRotation : float; @HideInInspector var currentYRotation : float; @HideInInspector var xRotation : float; @HideInInspector var yRotation : float; @HideInInspector var xRotationVelocity : float; @HideInInspector var yRotationVelocity : float; var lookSmoothDamp : float = 5; var paused : boolean = false; //for Pause Menu var guiBackround : GameObject; var pauseMenu : GameObject; // for peeking var Cam : GameObject; static var nextToWall = false; // Flashlight (Not the actual flashlight model just the spotlight var Flashlight : GameObject; function Start() { nextToWall = false; Flashlight.active=false; } function Update() { if(Input.GetKeyDown("escape") paused == false) { paused = true; Time.timeScale = 0; guiBackround.active=true; pauseMenu.active=true; } else if(Input.GetKeyDown("escape") paused == true) { paused = false; Time.timeScale = 1; guiBackround.active=false; pauseMenu.active=false; } else if(nextToWall == false Input.GetKeyDown(KeyCode.Q)) { animation.Play("Peek(Q)"); } else if(nextToWall == false Input.GetKeyDown(KeyCode.E)) { animation.Play(); } else if(nextToWall == true) { // Stop all animations animation.Stop(); } else if(Input.GetKeyDown(KeyCode.F) Flashlight.active==false) { Flashlight.active=true; } else if(Input.GetKeyDown(KeyCode.F) Flashlight.active==true) { Flashlight.active=false; } yRotation += Input.GetAxis("MouseX") * lookSensitivity; xRotation -= Input.GetAxis("MouseY") * lookSensitivity; xRotation = Mathf.Clamp(xRotation, -90, 90); currentXRotation = Mathf.SmoothDamp(currentXRotation, xRotation, xRotationVelocity, lookSmoothDamp); currentYRotation = Mathf.SmoothDamp(currentYRotation, yRotation, yRotationVelocity, lookSmoothDamp); transform.rotation = Quaternion.Euler(currentXRotation, currentYRotation, 0); }