๐Ÿงพ
FPS Animation Framework
  • ๐Ÿ‘‹Welcome!
  • Workflow
    • ๐ŸฆพCharacter Rig
    • ๐Ÿ”ŒComponents
    • ๐Ÿ”ธProfiles and Layers
    • ๐Ÿ”—Linking
    • โž•Integration
    • โ–ถ๏ธPlaying Animations
    • ๐Ÿ’ปExtending the System
  • Demo Project
    • โœจResources
    • ๐ŸŽฎController
    • ๐Ÿ”ซWeapons and Items
    • โž•Attachment System
  • Fundamentals
    • ๐ŸฆพRig
    • โš™๏ธFramework Architecture
    • ๐Ÿ“‘Animator Profiles
    • ๐Ÿ“œAnimator Layer
    • ๐ŸŽฎInput System
    • ๐Ÿ”ถAnimator Layers
      • Weapon Layer General
      • Additive Layer
      • Ads Layer
      • Attach Hand Layer
      • Collision Layer
      • IK Layer
      • IK Motion Layer
      • Look Layer
      • Pose Offset Layer
      • Pose Sampler Layer
      • Sway Layer
      • View Layer
      • Blending Layer
      • Turn Layer
    • ๐Ÿ“šNew Animation Library
    • โš’๏ธTools
  • Recoil System
    • ๐Ÿ”ซRecoil Animation
    • ใ€ฝ๏ธRecoil Pattern
    • ๐Ÿ“นCamera Shake
  • Troubleshooting
    • โš ๏ธInitialization Warnings
    • โš ๏ธCan't Look Around
    • โš ๏ธWeapon Positioning
    • โš ๏ธWeapon is not moving
  • โš ๏ธAiming doesn't work
  • โš ๏ธTwisted feet when looking left/right
  • ๐ŸŒŒMisc
    • ๐Ÿ“œChangelog
      • 4.7.0 Update
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  • Reason
  • Solution 1
  • Solution 2
  • Solution 3
  1. Troubleshooting

Can't Look Around

PreviousInitialization WarningsNextWeapon Positioning

Last updated 11 months ago

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

Make sure to add these two Vector4 properties to the Input Config: MouseInput and MouseDeltaInput. These properties are used by the Look Layer, 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:

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:

private UserInputController _userInput;

private void Update()
{
    _userInput.SetValue(FPSANames.MouseDeltaInput, new Vector4(deltaMouseX, deltaMouseY));
    _userInput.SetValue(FPSANames.MouseInput, new Vector4(_playerInput.x, _playerInput.y));
}
โš ๏ธ
Input Config asset.