Timeline for How to use Input.GetAxis("Mouse X/Y") to rotate the camera?
Current License: CC BY-SA 3.0
11 events
when toggle format | what | by | license | comment | |
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Sep 21, 2017 at 13:44 | history | tweeted | twitter.com/StackGameDev/status/910862250742833153 | ||
Jul 17, 2017 at 17:11 | vote | accept | reincarnationofstackexchange | ||
Jul 29, 2015 at 7:43 | answer | added | Fuzzy Logic | timeline score: 24 | |
Jul 29, 2015 at 7:28 | comment | added | Fuzzy Logic | Ok, I made a test. Fortunately, it's not gimbal lock. I'll post the solution as an answer for you. | |
Jul 29, 2015 at 5:30 | comment | added | reincarnationofstackexchange | How would I use a quaternion to do rotation? I tried transform.rotation = Quaternion.Slerp(-Input.GetAxis("Mouse X"), Input.GetAxis("Mouse X"), Time.deltaTime * freeLookTurningSpeed); , but that gave me errors. | |
Jul 28, 2015 at 14:06 | answer | added | dnk drone.vs.drones | timeline score: 0 | |
S Jul 28, 2015 at 6:21 | history | suggested | Fuzzy Logic | CC BY-SA 3.0 |
link to Input.GetAxis, add unity tag
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Jul 28, 2015 at 4:16 | review | Suggested edits | |||
S Jul 28, 2015 at 6:21 | |||||
Jul 28, 2015 at 3:56 | comment | added | Fuzzy Logic | What you are experiencing sounds like gimbal lock. It happens when you are using euler angles for rotation. I'd have to do some testing to offer a solution. Basically, you need to use quaternions. They don't suffer from gimbal lock. | |
Jul 28, 2015 at 3:34 | review | First posts | |||
Jul 28, 2015 at 5:42 | |||||
Jul 28, 2015 at 3:31 | history | asked | reincarnationofstackexchange | CC BY-SA 3.0 |