> For the complete documentation index, see [llms.txt](https://kinemation.gitbook.io/scriptable-animation-system/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://kinemation.gitbook.io/scriptable-animation-system/troubleshooting/cant-look-around.md).

# Can't Look Around

## Reason

This issue is often related to the issues with receiving or processing player input and applying it to the character rotation. As there might be multiple possible sources of the problem, this page will provide solutios to the most common cases.

## Solution 1

<figure><img src="/files/484mMWw0HySeLcpBsxcp" alt="" width="382"><figcaption><p>Input Config asset.</p></figcaption></figure>

Make sure to add these two Vector4 properties to the **Input Config**: **MouseInput** and **MouseDeltaInput**. These properties are used by the [Look Layer](/scriptable-animation-system/fundamentals/animator-layers/look-layer.md), it is also crucial to check if they are properly specified in the animator layer.

## Solution 2

It is possible that the player input is properly processed by the system, but scaled down by the sensitivity value. To fix this make sure to add a float input property to the config:

<figure><img src="/files/RiR1djAbCpfg1Uen3XhY" alt="" width="367"><figcaption></figcaption></figure>

## Solution 3

The last solution supposes that the player input is not processed at all by the player controller. This is likely to happen if the framework is used with custom controllers, and not with the demo scripts.

The input is usually updated in the controller component:

```csharp
private UserInputController _userInput;

private void Update()
{
    _userInput.SetValue(FPSANames.MouseDeltaInput, new Vector4(deltaMouseX, deltaMouseY));
    _userInput.SetValue(FPSANames.MouseInput, new Vector4(_playerInput.x, _playerInput.y));
}
```


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