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How to properly set cursor control in unity 3d?
Everyone knows how the twist works in first-person shooters? Move the mouse, the camera pans. I read on the Internet about how to implement it. Eventually I found this:
using UnityEngine;
using System.Collections;
public class player : MonoBehaviour {
public enum RotationAxes {
MouseXAndY = 0,
MouseX = 1,
MouseY = 2
}
public RotationAxes axes = RotationAxes.MouseXAndY;
public float sensitivityHor = 9.0f;
public float sensitivityVert = 9.0f;
public float minimumVert = -45.0f;
public float maximumVert = 45.0f;
private float _rotationX = 0;
void Start() {
Rigidbody body = GetComponent<Rigidbody>();
if (body != null)
body.freezeRotation = true;
}
void Update() {
if (axes == RotationAxes.MouseX) {
transform.Rotate(0, Input.GetAxis("Mouse X") * sensitivityHor, 0);
}
else if (axes == RotationAxes.MouseY) {
_rotationX -= Input.GetAxis("Mouse Y") * sensitivityVert;
_rotationX = Mathf.Clamp(_rotationX, minimumVert, maximumVert);
float rotationY = transform.localEulerAngles.y;
transform.localEulerAngles = new Vector3(_rotationX, rotationY, 0);
}
else {
_rotationX -= Input.GetAxis("Mouse Y") * sensitivityVert;
_rotationX = Mathf.Clamp(_rotationX, minimumVert, maximumVert);
float delta = Input.GetAxis("Mouse X") * sensitivityHor;
float rotationY = transform.localEulerAngles.y + delta;
transform.localEulerAngles = new Vector3(_rotationX, rotationY, 0);
}
}
}
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In ui, you select a picture, shove a picture of a dot there, and put it in the center of the screen or where you need it. Then remove the cursor
Cursor.visible = false; // скрыть курсор
Cursor.lockState = CursorLockMode.Locked; // "заморозить" курсор в одном месте
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