I really liked the intro cut scene, and the first person controller was nice!
Viewing post in High Sky Hazard jam comments
Thanks, if you want to know how to make the camera sway then here it is. so, it's basically a weapon sway script but is on a game object that has the camera as its child object here is the script,
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class TILT : MonoBehaviour
{
// by gigachad11
[Header("Position")]
public float amount = 0.02f;
public float maxAmonut = 0.06f;
public float smoothAmount = 6f;
[Header("Rotation")]
public float rotationAmount = 4f;
public float maxRotationAmount = 5f;
public float smoothRotation = 12f;
[Space]
public bool rotationX = true;
public bool rotationY = true;
public bool rotationZ = true;
private Vector3 initialPosition;
private Quaternion initialRotation;
private float InputX;
private float InputY;
void Start()
{
initialPosition = transform.localPosition;
initialRotation = transform.localRotation;
}
// Update is called once per frame
void Update()
{
CalculateSway();
MoveSway();
TiltSway();
}
private void CalculateSway()
{
InputX = -Input.GetAxis("Mouse X");
InputY = -Input.GetAxis("Mouse Y");
}
private void MoveSway()
{
float moveX = Mathf.Clamp(InputX * amount, -maxAmonut, maxAmonut);
float moveY = Mathf.Clamp(InputY * amount, -maxAmonut, maxAmonut);
Vector3 finalPosition = new Vector3(moveX, moveY, 0);
transform.localPosition = Vector3.Lerp(transform.localPosition, finalPosition + initialPosition, Time.deltaTime * smoothAmount);
}
private void TiltSway()
{
float tiltY = Mathf.Clamp(InputX * rotationAmount, -maxRotationAmount, maxRotationAmount);
float tiltX = Mathf.Clamp(InputY * rotationAmount, -maxRotationAmount, maxRotationAmount);
Quaternion finalRotation = Quaternion.Euler(new Vector3(rotationX ? -tiltX : 0f, rotationY ? tiltY : 0f, rotationZ ? tiltY : 0f));
transform.localRotation = Quaternion.Slerp(transform.localRotation, finalRotation * initialRotation, Time.deltaTime * smoothRotation);
}
}