go from main camera to fps in unity code example
Example 1: fps camera unity
public float turnSpeed = 4.0f;
public float moveSpeed = 2.0f;
public float minTurnAngle = -90.0f;
public float maxTurnAngle = 90.0f;
private float rotX;
void Update ()
{
MouseAiming();
KeyboardMovement();
}
void MouseAiming ()
{
float y = Input.GetAxis("Mouse X") * turnSpeed;
rotX += Input.GetAxis("Mouse Y") * turnSpeed;
rotX = Mathf.Clamp(rotX, minTurnAngle, maxTurnAngle);
transform.eulerAngles = new Vector3(-rotX, transform.eulerAngles.y + y, 0);
}
void KeyboardMovement ()
{
Vector3 dir = new Vector3(0, 0, 0);
dir.x = Input.GetAxis("Horizontal");
dir.z = Input.GetAxis("Vertical");
transform.Translate(dir * moveSpeed * Time.deltaTime);
}
Example 2: Basic fps camera C#
using UnityEngine;
using System.Collections;
using System.Collections.Generic;
[AddComponentMenu("Camera-Control/Smooth Mouse Look")]
public class SmoothMouseLook : MonoBehaviour {
public enum RotationAxes { MouseXAndY = 0, MouseX = 1, MouseY = 2 }
public RotationAxes axes = RotationAxes.MouseXAndY;
public float sensitivityX = 15F;
public float sensitivityY = 15F;
public float minimumX = -360F;
public float maximumX = 360F;
public float minimumY = -60F;
public float maximumY = 60F;
float rotationX = 0F;
float rotationY = 0F;
private List<float> rotArrayX = new List<float>();
float rotAverageX = 0F;
private List<float> rotArrayY = new List<float>();
float rotAverageY = 0F;
public float frameCounter = 20;
Quaternion originalRotation;
void Update ()
{
if (axes == RotationAxes.MouseXAndY)
{
rotAverageY = 0f;
rotAverageX = 0f;
rotationY += Input.GetAxis("Mouse Y") * sensitivityY;
rotationX += Input.GetAxis("Mouse X") * sensitivityX;
rotArrayY.Add(rotationY);
rotArrayX.Add(rotationX);
if (rotArrayY.Count >= frameCounter) {
rotArrayY.RemoveAt(0);
}
if (rotArrayX.Count >= frameCounter) {
rotArrayX.RemoveAt(0);
}
for(int j = 0; j < rotArrayY.Count; j++) {
rotAverageY += rotArrayY[j];
}
for(int i = 0; i < rotArrayX.Count; i++) {
rotAverageX += rotArrayX[i];
}
rotAverageY /= rotArrayY.Count;
rotAverageX /= rotArrayX.Count;
rotAverageY = ClampAngle (rotAverageY, minimumY, maximumY);
rotAverageX = ClampAngle (rotAverageX, minimumX, maximumX);
Quaternion yQuaternion = Quaternion.AngleAxis (rotAverageY, Vector3.left);
Quaternion xQuaternion = Quaternion.AngleAxis (rotAverageX, Vector3.up);
transform.localRotation = originalRotation * xQuaternion * yQuaternion;
}
else if (axes == RotationAxes.MouseX)
{
rotAverageX = 0f;
rotationX += Input.GetAxis("Mouse X") * sensitivityX;
rotArrayX.Add(rotationX);
if (rotArrayX.Count >= frameCounter) {
rotArrayX.RemoveAt(0);
}
for(int i = 0; i < rotArrayX.Count; i++) {
rotAverageX += rotArrayX[i];
}
rotAverageX /= rotArrayX.Count;
rotAverageX = ClampAngle (rotAverageX, minimumX, maximumX);
Quaternion xQuaternion = Quaternion.AngleAxis (rotAverageX, Vector3.up);
transform.localRotation = originalRotation * xQuaternion;
}
else
{
rotAverageY = 0f;
rotationY += Input.GetAxis("Mouse Y") * sensitivityY;
rotArrayY.Add(rotationY);
if (rotArrayY.Count >= frameCounter) {
rotArrayY.RemoveAt(0);
}
for(int j = 0; j < rotArrayY.Count; j++) {
rotAverageY += rotArrayY[j];
}
rotAverageY /= rotArrayY.Count;
rotAverageY = ClampAngle (rotAverageY, minimumY, maximumY);
Quaternion yQuaternion = Quaternion.AngleAxis (rotAverageY, Vector3.left);
transform.localRotation = originalRotation * yQuaternion;
}
}
void Start ()
{
Rigidbody rb = GetComponent<Rigidbody>();
if (rb)
rb.freezeRotation = true;
originalRotation = transform.localRotation;
}
public static float ClampAngle (float angle, float min, float max)
{
angle = angle % 360;
if ((angle >= -360F) && (angle <= 360F)) {
if (angle < -360F) {
angle += 360F;
}
if (angle > 360F) {
angle -= 360F;
}
}
return Mathf.Clamp (angle, min, max);
}
}