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using UnityEngine;
using UnityEngine.VR;
public class VRMouseLook : MonoBehaviour {
#if UNITY_EDITOR
public bool enableYaw = true;
public bool autoRecenterPitch = true;
public bool autoRecenterRoll = true;
public KeyCode HorizontalAndVerticalKey = KeyCode.LeftAlt;
public KeyCode RollKey = KeyCode.LeftControl;
Transform vrCameraTransform;
Transform rotationTransform;
Transform forwardTransform;
private float mouseX = 0;
private float mouseY = 0;
private float mouseZ = 0;
void Awake() {
// get the vr camera so we can align our forward with it
Camera vrCamera = gameObject.GetComponentInChildren<Camera>();
vrCameraTransform = vrCamera.transform;
// create a hierarchy to enable us to additionally rotate the vr camera
rotationTransform = new GameObject("VR Mouse Look (Rotation)").GetComponent<Transform>();
forwardTransform = new GameObject("VR Mouse Look (Forward)").GetComponent<Transform>();
rotationTransform.SetParent(transform.parent, false);
forwardTransform.SetParent(rotationTransform, false);
transform.SetParent(forwardTransform, false);
}
void Update () {
bool rolled = false;
bool pitched = false;
if (Input.GetKey(HorizontalAndVerticalKey)) {
pitched = true;
if (enableYaw) {
mouseX += Input.GetAxis("Mouse X") * 5;
if (mouseX <= -180) {
mouseX += 360;
} else if (mouseX > 180) {
mouseX -= 360;
}
}
mouseY -= Input.GetAxis("Mouse Y") * 2.4f;
mouseY = Mathf.Clamp(mouseY, -85, 85);
} else if (Input.GetKey(RollKey)) {
rolled = true;
mouseZ += Input.GetAxis("Mouse X") * 5;
mouseZ = Mathf.Clamp(mouseZ, -85, 85);
}
if (!rolled && autoRecenterRoll) {
// People don't usually leave their heads tilted to one side for long.
mouseZ = Mathf.Lerp(mouseZ, 0, Time.deltaTime / (Time.deltaTime + 0.1f));
}
if (!pitched && autoRecenterPitch) {
// People don't usually leave their heads tilted to one side for long.
mouseY = Mathf.Lerp(mouseY, 0, Time.deltaTime / (Time.deltaTime + 0.1f));
}
forwardTransform.localRotation = Quaternion.Inverse(Quaternion.Euler(0.0f, vrCameraTransform.localRotation.eulerAngles.y, 0.0f));
rotationTransform.localRotation = Quaternion.Euler(0, vrCameraTransform.localRotation.eulerAngles.y, 0.0f) * Quaternion.Euler(mouseY, mouseX, mouseZ);
}
#endif
}
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