Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - paranoidray

Pages: [1]
I think I found the problem, in MouseLook.cs, there is a (rogue ?) minus sign...

transform.localEulerAngles = new Vector3(-GetYRotation(), transform.localEulerAngles.y, 0);

If you remove the - infront of the GetYRotation it seems to work so far.

That also explains, why I had to change the sign in the property editor from -15 to 15, if I only want to use at the Y axis...

I think this is a bug in the code...

Here is my setup:

Update: If I remove the minimum and maximum Y it jumps up and down now.

I also looked  at the source code and added a GetYRotation in OnEnter to reset the values, no luck... :-(

Hi all,

I am trying to create a World of Warcraft (WoW) style third person camera.

That means I want to only use Mouse Look if the right mouse button is pressed.

But my problem is, that the camera jumps down 90 degrees or so when I press the right mouse button. Then it works fine, it just jumps down every time I press the right mouse button, even if I don't move the mouse between presses.

I am using Ethan -> CameraPivot -> MainCamera.

State1 is just waiting for the mouse press.
State2 is using 2 Mouse Look Actions.

Mouse Y targets the CameraPivot
Mouse X targets Ethan directly.

I also tried to read mouse Y in State1 every frame so nothing accumulates before State2 is entered but no luck.

Any ideas ?

Pages: [1]