// Update graphics motions public void Update() { // var mouseInput = new Vector2(Input.GetAxisRaw("Mouse X"), Input.GetAxisRaw("Mouse Y")); var mouseInput = new Vector2(Input.GetAxis("Mouse X"), Input.GetAxis("Mouse Y")); mouseInput *= _sensitivity; // no Time.deltaTime, because "you do not need to be concerned about varying frame-rates when using this value." float smooth = Mathf.Clamp(1.0f - 60.0f * Time.deltaTime, 0.01f, 1.0f); // amount of mouse smoothing to apply smoothedMouse = (1.0f - smooth) * mouseInput + smooth * smoothedMouse; float Y_look_direction = +1.0f; // normal Y mouse // Y_look_direction=-1.0f; // inverted Y look // Apply incremental mouse movement to the look directions ui.pitch += -Y_look_direction * smoothedMouse.y; // degrees rotation about X axis (pitch) ui.yaw += smoothedMouse.x; // degrees rotation about Y axis (yaw) currentVehicle.VehicleUpdate(ref ui, playerTransform, cameraTransform); lastFpsTime += Time.deltaTime; lastFpsCount++; if (lastFpsTime > 10.0f) { float fps = (int)(lastFpsCount / lastFpsTime); Debug.Log("Framerate: " + fps + " frames per second"); lastFpsCount = 0; lastFpsTime = 0; } }
private Vector2 smoothedMouse; // for smoothing between frames // Update graphics motions public void Update() { // var mouseInput = new Vector2(Input.GetAxisRaw("Mouse X"), Input.GetAxisRaw("Mouse Y")); var mouseInput = new Vector2(Input.GetAxis("Mouse X"), Input.GetAxis("Mouse Y")); mouseInput *= _sensitivity; // no Time.deltaTime, because "you do not need to be concerned about varying frame-rates when using this value." float smooth = 0.5f; // amount of mouse smoothing to apply smoothedMouse = (1.0f - smooth) * mouseInput + smooth * smoothedMouse; float Y_look_direction = +1.0f; // normal Y mouse // Y_look_direction=-1.0f; // inverted Y look // Apply incremental mouse movement to the look directions ui.pitch += -Y_look_direction * smoothedMouse.y; // degrees rotation about X axis (pitch) ui.yaw += smoothedMouse.x; // degrees rotation about Y axis (yaw) currentVehicle.VehicleUpdate(ref ui, playerTransform, cameraTransform); }