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Mouse sensitivity?

Discussion in 'Scripting' started by Zante, Jan 21, 2010.

  1. Zante

    Zante

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    Mar 29, 2008
    Posts:
    429
    I'm in the process of creating a small options screen which contains a slider which I want to directly affect the sensitivity of the FPS controller. Since I have multiple cameras, and they all have mouse look scripts, is there a way to affect the core input settings of the program so I don't have to go around referencing each camera/mouselook script manually?
     
  2. Eric5h5

    Eric5h5

    Volunteer Moderator Moderator

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    This is something where it would be appropriate to set a static variable, and then have the mouselook script multiply input by that static variable.

    --Eric
     
  3. Zante

    Zante

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    Mar 29, 2008
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    I just realised that the mouselook script is written in C# and my scripts are all in js.

    I'm having trouble passing variables between the two. Is there an example I can follow somewhere?
     
  4. Dreamora

    Dreamora

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    Apr 5, 2008
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    you can't pass variables between C# and JS, you can only access in one direction, given one of the two is in an earlier buildtstep (see the advanced topics in the manual)
     
  5. Eric5h5

    Eric5h5

    Volunteer Moderator Moderator

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    I re-wrote MouseLook in js a while ago for that reason:

    Code (csharp):
    1. @script AddComponentMenu ("Camera-Control/Mouse Look")
    2. enum RotationAxes { MouseXAndY = 0, MouseX = 1, MouseY = 2 }
    3. var axes = RotationAxes.MouseXAndY;
    4. var sensitivityX : float = 15;
    5. var sensitivityY : float = 15;
    6.  
    7. var minimumX : float = -360;
    8. var maximumX : float = 360;
    9.  
    10. var minimumY : float = -60;
    11. var maximumY : float = 60;
    12.  
    13. var rotationX : float = 0;
    14. var rotationY : float = 0;
    15.  
    16. private var originalRotation : Quaternion;
    17.  
    18. function Update () {
    19.     if (axes == RotationAxes.MouseXAndY) {
    20.         rotationX += Input.GetAxis("Mouse X") * sensitivityX;
    21.         rotationY += Input.GetAxis("Mouse Y") * sensitivityY;
    22.  
    23.         rotationX = ClampAngle (rotationX, minimumX, maximumX);
    24.         rotationY = ClampAngle (rotationY, minimumY, maximumY);
    25.        
    26.         var xQuaternion = Quaternion.AngleAxis (rotationX, Vector3.up);
    27.         var yQuaternion = Quaternion.AngleAxis (rotationY, Vector3.left);
    28.        
    29.         transform.localRotation = originalRotation * xQuaternion * yQuaternion;
    30.     }
    31.     else if (axes == RotationAxes.MouseX) {
    32.         rotationX += Input.GetAxis("Mouse X") * sensitivityX;
    33.         rotationX = ClampAngle (rotationX, minimumX, maximumX);
    34.  
    35.         xQuaternion = Quaternion.AngleAxis (rotationX, Vector3.up);
    36.         transform.localRotation = originalRotation * xQuaternion;
    37.     }
    38.     else {
    39.         rotationY += Input.GetAxis("Mouse Y") * sensitivityY;
    40.         rotationY = ClampAngle (rotationY, minimumY, maximumY);
    41.  
    42.         yQuaternion = Quaternion.AngleAxis (rotationY, Vector3.left);
    43.         transform.localRotation = originalRotation * yQuaternion;
    44.     }
    45. }
    46.  
    47. function Start () {
    48.     if (rigidbody)
    49.         rigidbody.freezeRotation = true;
    50.     originalRotation = transform.localRotation;
    51. }
    52.  
    53. static function ClampAngle (angle : float, min : float, max : float) : float {
    54.     if (angle < -360.0)
    55.         angle += 360.0;
    56.     if (angle > 360.0)
    57.         angle -= 360.0;
    58.     return Mathf.Clamp (angle, min, max);
    59. }
    --Eric
     
  6. Zante

    Zante

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    Mar 29, 2008
    Posts:
    429
    Eric, thanks loads for sharing. Haven't tried it yet but cheers in advance.

    Edit: Implemented and works perfectly.
     
  7. adrennalinpro

    adrennalinpro

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    Apr 21, 2013
    Posts:
    3
    Thank you eric!