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Bug Issues with MouseLook.cs

Discussion in 'Scripting' started by Marmonkin, Mar 6, 2023.

  1. Marmonkin

    Marmonkin

    Joined:
    Jan 30, 2023
    Posts:
    3
    Hey, so i'm following a tutorial that's been made 7 years ago and in that tutorial they are using modified MouseLook standard asset script, but it doesn't work for me, i'm pretty sure that my code is the same because i double checked it multiple times.
    What the code supposed to do is when you hold M1 and drag, you can look in different directions, but for me it works kinda by momentum, if i first hold M1 and then drag, nothing happens but if i move my mouse and then click, the camera moves a little bit and then stops.
    I'm guessing something changed in Unity throughout the years and what used to work doesn't work anymore. So my question is, is it really what's causing the issue or it's just that my code is wrong?

    Unity version is 2020.3.31f1.
     
  2. Marmonkin

    Marmonkin

    Joined:
    Jan 30, 2023
    Posts:
    3
    Here's the code

    using System.Collections;
    using UnityEngine;

    [RequireComponent(typeof(CameraRig))]
    public class MousePOV : MonoBehaviour
    {
    public float XSensitivity = 2f;
    public float YSensitivity = 2f;
    public bool clampVerticalRotation = true;
    public float MinimumX = -90F;
    public float MaximumX = 90F;
    public bool smooth;
    public float smoothTime = 5f;

    private Quaternion yAxis;
    private Quaternion xAxis;
    private CameraRig rig;

    void Start()
    {
    rig = GetComponent<CameraRig>();
    }

    void Update()
    {
    if (Input.GetMouseButtonDown(0) && (Input.GetAxis("Mouse X") != 0 || Input.GetAxis("Mouse Y") != 0))
    {
    if (GameManager.ins.ivCanvas.gameObject.activeInHierarchy || GameManager.ins.obsCamera.gameObject.activeInHierarchy)
    {
    return;
    }

    yAxis = rig.y_axis.localRotation;
    xAxis = rig.x_axis.localRotation;

    LookRotation();
    }
    }

    public void LookRotation()
    {
    float yRot = Input.GetAxis("Mouse X") * XSensitivity;
    float xRot = Input.GetAxis("Mouse Y") * YSensitivity;

    yAxis *= Quaternion.Euler(0f, yRot, 0f);
    xAxis *= Quaternion.Euler(-xRot, 0f, 0f);

    if (clampVerticalRotation)
    xAxis = ClampRotationAroundXAxis(xAxis);

    if (smooth)
    {
    rig.y_axis.localRotation = Quaternion.Slerp(rig.y_axis.localRotation, yAxis, smoothTime * Time.deltaTime);
    rig.x_axis.localRotation = Quaternion.Slerp(rig.x_axis.localRotation, xAxis, smoothTime * Time.deltaTime);
    }
    else
    {
    rig.y_axis.localRotation = yAxis;
    rig.x_axis.localRotation = xAxis;
    }

    }

    Quaternion ClampRotationAroundXAxis(Quaternion q)
    {
    q.x /= q.w;
    q.y /= q.w;
    q.z /= q.w;
    q.w = 1.0f;

    float angleX = 2.0f * Mathf.Rad2Deg * Mathf.Atan(q.x);

    angleX = Mathf.Clamp(angleX, MinimumX, MaximumX);

    q.x = Mathf.Tan(0.5f * Mathf.Deg2Rad * angleX);

    return q;
    }
    }
     
  3. Kurt-Dekker

    Kurt-Dekker

    Joined:
    Mar 16, 2013
    Posts:
    38,697
    Like all software, Unity changes over time.

    This means starting with a 7-year-old tutorial is like trying to learn modern languages by studying a clay tablet from Mesopotamia.

    Instead, start with a modern tutorial. This is basic-basic-basic stuff, it should be easy-peasy.

    Tutorials and example code are great, but keep this in mind to maximize your success and minimize your frustration:

    How to do tutorials properly, two (2) simple steps to success:

    Step 1. Follow the tutorial and do every single step of the tutorial 100% precisely the way it is shown. Even the slightest deviation (even a single character!) generally ends in disaster. That's how software engineering works. Every step must be taken, every single letter must be spelled, capitalized, punctuated and spaced (or not spaced) properly, literally NOTHING can be omitted or skipped.

    Fortunately this is the easiest part to get right: Be a robot. Don't make any mistakes.
    BE PERFECT IN EVERYTHING YOU DO HERE!!


    If you get any errors, learn how to read the error code and fix your error. Google is your friend here. Do NOT continue until you fix your error. Your error will probably be somewhere near the parenthesis numbers (line and character position) in the file. It is almost CERTAINLY your typo causing the error, so look again and fix it.

    Step 2. Go back and work through every part of the tutorial again, and this time explain it to your doggie. See how I am doing that in my avatar picture? If you have no dog, explain it to your house plant. If you are unable to explain any part of it, STOP. DO NOT PROCEED. Now go learn how that part works. Read the documentation on the functions involved. Go back to the tutorial and try to figure out WHY they did that. This is the part that takes a LOT of time when you are new. It might take days or weeks to work through a single 5-minute tutorial. Stick with it. You will learn.

    Step 2 is the part everybody seems to miss. Without Step 2 you are simply a code-typing monkey and outside of the specific tutorial you did, you will be completely lost. If you want to learn, you MUST do Step 2.

    Of course, all this presupposes no errors in the tutorial. For certain tutorial makers (like Unity, Brackeys, Imphenzia, Sebastian Lague) this is usually the case. For some other less-well-known content creators, this is less true. Read the comments on the video: did anyone have issues like you did? If there's an error, you will NEVER be the first guy to find it.

    Beyond that, Step 3, 4, 5 and 6 become easy because you already understand!

    Finally, when you have errors, don't post here... just go fix your errors! Here's how:

    Remember: NOBODY here memorizes error codes. That's not a thing. The error code is absolutely the least useful part of the error. It serves no purpose at all. Forget the error code. Put it out of your mind.

    The complete error message contains everything you need to know to fix the error yourself.

    The important parts of the error message are:

    - the description of the error itself (google this; you are NEVER the first one!)
    - the file it occurred in (critical!)
    - the line number and character position (the two numbers in parentheses)
    - also possibly useful is the stack trace (all the lines of text in the lower console window)

    Always start with the FIRST error in the console window, as sometimes that error causes or compounds some or all of the subsequent errors. Often the error will be immediately prior to the indicated line, so make sure to check there as well.

    Look in the documentation. Every API you attempt to use is probably documented somewhere. Are you using it correctly? Are you spelling it correctly?

    All of that information is in the actual error message and you must pay attention to it. Learn how to identify it instantly so you don't have to stop your progress and fiddle around with the forum.
     
  4. D12294

    D12294

    Joined:
    Oct 6, 2020
    Posts:
    81
    Can you ensure you didn't change those values on the GameObject the script is attatched to in your scene? Maye you can play around with those values and it will help.


    public float XSensitivity = 2f;
    public float YSensitivity = 2f;
    public bool clampVerticalRotation = true;
    public float MinimumX = -90F;
    public float MaximumX = 90F;
    public bool smooth;
    public float smoothTime = 5f;
     
  5. Marmonkin

    Marmonkin

    Joined:
    Jan 30, 2023
    Posts:
    3
    No, everything's fine there, changing values just makes the view move more than it did, but still only by momentum