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Camera not rotating inside IF statement

Discussion in 'Scripting' started by Pandzas, Jul 10, 2021.

  1. Pandzas

    Pandzas

    Joined:
    Sep 30, 2020
    Posts:
    10
    So i need the camera to rotate but it i want it too rotate when i press down right click, i watched a tutorial that showed how to do it without clicking down anything and i tought i could just change it in a simple IF statement. There are no errors but when i click down it doesnt rotate. I am very new and dont know why it isnt working pls help.
     

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  2. TheFunnySide

    TheFunnySide

    Joined:
    Nov 17, 2018
    Posts:
    113
    The first thing in such situations is figuring out if your code gets executed at all.
    Place a Debug.Log statement and watch the console.
     
  3. Kurt-Dekker

    Kurt-Dekker

    Joined:
    Mar 16, 2013
    Posts:
    20,137
    Beware that camera work is REALLY HARD. You might want to just use Cinemachine from Unity Package Manager.

    If you want to persist and figure out what's going on, use lots of different tutorials to see how camera stuff is traditionally done (I am not retyping it here for you, it's already up on Youtube).

    When you are working, I recommend liberally sprinkling Debug.Log() statements through your code to display information in realtime.

    Doing this should help you answer these types of questions:

    - is this code even running? which parts are running? how often does it run? what order does it run in?
    - what are the values of the variables involved? Are they initialized? Are the values reasonable?

    Knowing this information will help you reason about the behavior you are seeing.

    You can also put in Debug.Break() to pause the Editor when certain interesting pieces of code run, and then study the scene

    You could also just display various important quantities in UI Text elements to watch them change as you play the game.

    If you are running a mobile device you can also view the console output. Google for how on your particular mobile target.

    Here's an example of putting in a laser-focused Debug.Log() and how that can save you a TON of time wallowing around speculating what might be going wrong:

    https://forum.unity.com/threads/coroutine-missing-hint-and-error.1103197/#post-7100494

    Finally if you have a specific question, here is how to report your problem productively in the Unity3D forums:

    http://plbm.com/?p=220

    How to understand compiler and other errors and even fix them yourself:

    https://forum.unity.com/threads/ass...3-syntax-error-expected.1039702/#post-6730855

    If you post a code snippet, ALWAYS USE CODE TAGS:

    How to use code tags: https://forum.unity.com/threads/using-code-tags-properly.143875/
     
  4. mopthrow

    mopthrow

    Joined:
    May 8, 2020
    Posts:
    215
    One line 23 in your code, you have
    Code (CSharp):
    1. if(Input.GetMouseButtonDown (1))
    You probably want GetMouseButton which returns true as long as the button is held. You used GetMouseButtonDown which only returns true once when you first push the button down.
     
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