so, I am trying to implement a FPS model and the camera is on that model's eye level.
Model is based on multiple objects in a hierarchy ( I have removed all the colliders from child objects) The model has character control.
The camera is the child of that Model.
I have lined up everything correctly. If I manually rotate Model, Camera will rotate accordingly and all if fine.
But when I hit play right as the simulation starts camera goes to rotation(0,0,0)
I don't understand what is happening. I tried to manually face the camera at the start method to Model's rotation. but that does not work.
Before Play https://i.sstatic.net/eKW8G.jpg
After Play https://i.sstatic.net/0ReY7.jpg
Mouse Look Script
public class mouselook : MonoBehaviour
{
public float mousesens = 100f;
public Transform playerBody;
float xRotation = 0f;
// Start is called before the first frame update
void Start()
{
Cursor.lockState = CursorLockMode.Locked;
// transform.rotation = playerBody.rotation;
}
// Update is called once per frame
void Update()
{
float mouseX = Input.GetAxis("Mouse X") * mousesens * Time.deltaTime;
float mouseY = Input.GetAxis("Mouse Y") * mousesens * Time.deltaTime;
xRotation -= mouseY;
xRotation = Mathf.Clamp(xRotation, -90f, 90f);
transform.localRotation = Quaternion.Euler(xRotation, 0f, 0f);
// transform.Rotate(Vector3.up * mouseX);
playerBody.Rotate(Vector3.up * mouseX);
}
}
Movement Script (IDK if it is relevent to this problem)
public class movement : MonoBehaviour
{
public CharacterController controller;
public float speed = 12f;
public float gravity = -9.81f;
public Transform groundCheck;
public float groundDistance = 0.4f;
public float jumpHeight = 3f;
public LayerMask groundMask;
Vector3 velocity;
bool isGrounded;
// Update is called once per frame
void Update()
{
isGrounded = Physics.CheckSphere(groundCheck.position, groundDistance, groundMask);
if (isGrounded && velocity.y < 0)
{
velocity.y = -2f;
}
float x = Input.GetAxis("Horizontal");
float z = Input.GetAxis("Vertical");
Vector3 move = transform.right * x + transform.forward * z;
controller.Move(move * speed * Time.deltaTime);
if (Input.GetButtonDown("Jump") && isGrounded)
{
velocity.y += Mathf.Sqrt(jumpHeight * -2f * gravity);
}
velocity.y += gravity * Time.deltaTime;
controller.Move(velocity * Time.deltaTime);
}
}
I suspect, this is going to some easy answer, which i have wasted hours on.
Problem is With this line, in mouse look script
transform.localRotation = Quaternion.Euler(xRotation, 0f, 0f);
Had to set x-axis to a different value. and it works perfectly, did some changing in the movement script, changed some directions.
Mouse script
transform.localRotation = Quaternion.Euler(xRotation, 70f, 0f);
Movement Script
Vector3 move = transform.right * z + transform.forward * -x;
Thank you all.