MouseLook Class Reference
Inheritance diagram for MouseLook:

Public Types | |
enum | RotationAxes { RotationAxes.MouseXAndY = 0, RotationAxes.MouseX = 1, RotationAxes.MouseY = 2 } |
Public Attributes | |
RotationAxes | axes = RotationAxes.MouseXAndY |
float | sensitivityX = 15F |
float | sensitivityY = 15F |
float | minimumX = -360F |
float | maximumX = 360F |
float | minimumY = -60F |
float | maximumY = 60F |
Detailed Description
MouseLook rotates the transform based on the mouse delta. Minimum and Maximum values can be used to constrain the possible rotation To make an FPS style character:
- Create a capsule.
- Add the MouseLook script to the capsule. -> Set the mouse look to use LookX. (You want to only turn character but not tilt it)
- Add FPSInputController script to the capsule -> A CharacterMotor and a CharacterController component will be automatically added. - Create a camera. Make the camera a child of the capsule. Reset it's transform.
- Add a MouseLook script to the camera. -> Set the mouse look to use LookY. (You want the camera to tilt up and down like a head. The character already turns.)
Member Enumeration Documentation
◆ RotationAxes
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strong |
Member Data Documentation
◆ axes
RotationAxes MouseLook.axes = RotationAxes.MouseXAndY |
◆ maximumX
float MouseLook.maximumX = 360F |
◆ maximumY
float MouseLook.maximumY = 60F |
◆ minimumX
float MouseLook.minimumX = -360F |
◆ minimumY
float MouseLook.minimumY = -60F |
◆ sensitivityX
float MouseLook.sensitivityX = 15F |
◆ sensitivityY
float MouseLook.sensitivityY = 15F |
The documentation for this class was generated from the following file:
- Oculus/Spatializer/scenes/Standard Assets/Character Controllers/Sources/Scripts/MouseLook.cs