void Update() { // Ensure the cursor is always locked when set if (lockCursor) { Cursor.lockState = CursorLockMode.Locked; Cursor.visible = false; } // Allow the script to clamp based on a desired target value. var targetOrientation = Quaternion.Euler(targetDirection); var targetCharacterOrientation = Quaternion.Euler(targetCharacterDirection); // Get raw mouse input for a cleaner reading on more sensitive mice. var mouseDelta = new Vector2(Input.GetAxisRaw("Mouse X"), Input.GetAxisRaw("Mouse Y")); // Scale input against the sensitivity setting and multiply that against the smoothing value. mouseDelta = Vector2.Scale(mouseDelta, new Vector2(sensitivity.x * smoothing.x, sensitivity.y * smoothing.y)); // Interpolate mouse movement over time to apply smoothing delta. _smoothMouse.x = Mathf.Lerp(_smoothMouse.x, mouseDelta.x, 1f / smoothing.x); _smoothMouse.y = Mathf.Lerp(_smoothMouse.y, mouseDelta.y, 1f / smoothing.y); // Find the absolute mouse movement value from point zero. _mouseAbsolute += _smoothMouse; // Clamp and apply the local x value first, so as not to be affected by world transforms. if (clampInDegrees.x < 360) { _mouseAbsolute.x = Mathf.Clamp(_mouseAbsolute.x, -clampInDegrees.x * 0.5f, clampInDegrees.x * 0.5f); } // Then clamp and apply the global y value. if (clampInDegrees.y < 360) { _mouseAbsolute.y = Mathf.Clamp(_mouseAbsolute.y, -clampInDegrees.y * 0.5f, clampInDegrees.y * 0.5f); } transform.localRotation = Quaternion.AngleAxis(-_mouseAbsolute.y, targetOrientation * Vector3.right) * targetOrientation; // If there's a character body that acts as a parent to the camera if (characterBody) { var yRotation = Quaternion.AngleAxis(_mouseAbsolute.x, Vector3.up); characterBody.transform.localRotation = yRotation * targetCharacterOrientation; } else { var yRotation = Quaternion.AngleAxis(_mouseAbsolute.x, transform.InverseTransformDirection(Vector3.up)); transform.localRotation *= yRotation; } if (Input.GetKeyDown(KeyCode.E)) { Collider[] col = Physics.OverlapSphere(transform.position, 10f, interactableMask); // Does the ray intersect any objects excluding the player layer foreach (Collider collider in col) { InteractableItem item = collider.GetComponent <InteractableItem>(); if (item != null) { item.OnUse(); } } } }