using System.Collections; using System.Collections.Generic; using UnityEngine; public class MouseLook : MonoBehaviour { [SerializeField] private float mouseSensitivityX = 800f; [SerializeField] private float mouseSensitivityY = 700f; [SerializeField] private Transform playerBody; //Transform of "First Person Player" Object private float xRotation = 0f; void Start() { Cursor.lockState = CursorLockMode.Locked;//Lock Cursor in the center } void Update() { //Input.GetAxis is based on the Unity Input settings (edit -> Project Settings -> Input Manager) float mouseX = Input.GetAxis("Mouse X") * mouseSensitivityX * Time.deltaTime; float mouseY = Input.GetAxis("Mouse Y") * mouseSensitivityY * Time.deltaTime; xRotation -= mouseY; xRotation = Mathf.Clamp(xRotation, -90f, 90f); //Kopf darf sich nicht überschlagen transform.localRotation = Quaternion.Euler(xRotation, 0f, 0f);//Y Achse rotieren; Quaternion ist für rotation playerBody.Rotate(Vector3.up * mouseX); //X Achse Rotieren } }