enumrotationaxes {mousexandy, mousex, mousey}rotationaxes axes=Rotationaxes.mousexandy;//@HideInInspectorfloatSensitivityx = the;//@HideInInspectorfloatSensitivityy = the;//Private Float minimumx =-360; This is the original but does not use this variable//Private float maximumx = 360; ibid.floatMinimumy =- the;floatMaximumy = the;Private floatRotationY =0;//Use this for initializationvoidStart () {}//Update is called once per framevoidUpdate () {if(Input.getmousebutton (0)) { if(Axes = =Rotationaxes.mousexandy) {floatRotationX = Transform.localeulerangles.y + Input.getaxis ("Mouse X") *Sensitivityx; RotationY+ = Input.getaxis ("Mouse Y") *Sensitivityy; RotationY=Mathf.clamp (RotationY, Minimumy, maximumy); Transform.localeulerangles=NewVector3 (-rotationy, RotationX,0); } Else if(Axes = =rotationaxes.mousex) {transform. Rotate (0, Input.getaxis ("Mouse X") * Sensitivityx,0); } Else{RotationY+ = Input.getaxis ("Mouse Y") *Sensitivityy; RotationY=Mathf.clamp (RotationY, Minimumy, maximumy); Transform.localeulerangles=NewVector3 (-rotationy, Transform.localeulerangles.y,0); } }}
The left mouse button in Unity controls camera view and move around