Why is a camera rotated around z-axis in Unity3D?

馋奶兔 提交于 2019-12-02 00:57:40

That's a problem with how Quaternion is calculated. This happens when multiple axis are being modified. If you comment all the x rotation or the y rotation, and only rotate in one axis at a time, you will realize that this problem will go away.

To properly rotate your camera with the mouse input, use the eulerAngles or localEulerAngles variables. The option between these two depends on what you are doing.

public float xMoveThreshold = 1000.0f;
public float yMoveThreshold = 1000.0f;

public float yMaxLimit = 45.0f;
public float yMinLimit = -45.0f;


float yRotCounter = 0.0f;
float xRotCounter = 0.0f;


// Update is called once per frame
void Update()
{
    xRotCounter += Input.GetAxis("Mouse X") * xMoveThreshold * Time.deltaTime;
    yRotCounter += Input.GetAxis("Mouse Y") * yMoveThreshold * Time.deltaTime;
    yRotCounter = Mathf.Clamp(yRotCounter, yMinLimit, yMaxLimit);
    transform.localEulerAngles = new Vector3(-yRotCounter, xRotCounter, 0);
}
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