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LupiNexMedia
2026-04-28 09:32:03 +02:00
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using UnityEngine;
public class SimpleCameraController : MonoBehaviour
{
public float moveSpeed = 3.0f; // Movement speed
public float rotationSpeed = 100.0f; // Rotation speed for A/D keys in degrees per second
public float mouseSensitivity = 1.0f; // Mouse look sensitivity
private float rotationX = 0.0f; // Rotation around the X axis (up and down look)
void Update()
{
// Movement
float moveForward = Input.GetAxis("Vertical") * moveSpeed * Time.deltaTime;
// Translate only on the X-Z plane (global Y remains unchanged)
Vector3 moveDirection = new Vector3(transform.forward.x, 0.0f, transform.forward.z).normalized;
transform.Translate(moveDirection * moveForward, Space.World);
// Rotation with A/D keys
float turn = Input.GetAxis("Horizontal") * rotationSpeed * Time.deltaTime;
transform.Rotate(0, turn, 0, Space.World); // Rotate around the global Y axis
// Mouse Look
float mouseY = Input.GetAxis("Mouse Y") * mouseSensitivity;
rotationX -= mouseY; // Subtracting to invert the up and down look
rotationX = Mathf.Clamp(rotationX, -90f, 90f); // Clamp the up and down look to avoid flipping
transform.localEulerAngles = new Vector3(rotationX, transform.localEulerAngles.y, 0);
}
}