this is my GunScript when i have it disabled, my game works fine, when i enable it, the gun is stuck at my body (as it suppost to) but i cant move at all and look around! this works if i disable the GunScript when i move the camera it forces it back to the default location and my scene view screen is moving wheird when im not even doing anything i dont think this suppost to happend... it messes my entire game up! here is the code: Code (csharp): var cameraObject : GameObject; @HideInInspector var targetXRotation : float; @HideInInspector var targetYRotation : float; @HideInInspector var targetXRotationV : float; @HideInInspector var targetYRotationV : float; var rotateSpeed : float = 0.3; var holdHeight : float = -0.5; var holdSide : float = 0.5; var racioHipHold : float = 1; var hipToAimSpeed : float = 0.1; @HideInInspector var racioHipHoldV : float; function Update () { if(Input.GetButton("Fire2")) { racioHipHold = Mathf.SmoothDamp(racioHipHold, 0, racioHipHoldV, hipToAimSpeed); } if(Input.GetButton("Fire2") == false) { racioHipHold = Mathf.SmoothDamp(racioHipHold, 1, racioHipHoldV, hipToAimSpeed); } transform.position = cameraObject.transform.position + (Quaternion.Euler(0, targetYRotation, 0) * Vector3(holdSide * racioHipHold, holdHeight * racioHipHold, 0)); targetXRotation = Mathf.SmoothDamp(targetXRotation, cameraObject.GetComponent(MouseLookScript).xRotation, targetXRotationV, rotateSpeed); targetYRotation = Mathf.SmoothDamp(targetYRotation, cameraObject.GetComponent(MouseLookScript).yRotation, targetYRotationV, rotateSpeed); transform.rotation = Quaternion.Euler(targetXRotation, targetYRotation, 0); } it is using the LookScript: Code (csharp): var defaultCameraAngle : float = 60; @HideInInspector var currentTargetCameraAngle : float = 60; @HideInInspector var racioZoom : float = 1; @HideInInspector var racioZoomV : float; var racioZoomSpeed : float = 0.2; var lookSensitivity : float = 5; @HideInInspector var yRotation : float; @HideInInspector var xRotation : float; @HideInInspector var currentYRotation : float; @HideInInspector var currentXRotation : float; @HideInInspector var yRotationV : float; @HideInInspector var xRotationV : float; var lookSmoothDamp : float = 0.1; function Update () { yRotation += Input.GetAxis("Mouse X") * lookSensitivity; xRotation -= Input.GetAxis("Mouse Y") * lookSensitivity; xRotation = Mathf.Clamp(xRotation, -90, 90); currentXRotation = Mathf.SmoothDamp(currentXRotation, xRotation, xRotationV, lookSmoothDamp); currentYRotation = Mathf.SmoothDamp(currentYRotation, yRotation, yRotationV, lookSmoothDamp); transform.rotation = Quaternion.Euler(currentXRotation, currentYRotation, 0); }
Let he forum know what errors you are getting, and what lines they are on. Also I helps to describe what is going on in the game as well. After all it only takes one type o to create havoc lol.