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

Enumerator
MouseXAndY 
MouseX 
MouseY 

Member Data Documentation

◆ axes

◆ 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