Best way to make a camera controller in Unity (New input system)

16 hours ago 3
ARTICLE AD BOX

I am using the new input system, trying to make a decent camera controller. My current code is:

private void RotateCam() { Vector2 look = InputManager.look; //lookAction.ReadValue<Vector2>(); float mouseX = look.x * sensitivity * Time.deltaTime; float mouseY = look.y * sensitivity * Time.deltaTime; pitch -= mouseY; pitch = Mathf.Clamp(pitch, -90f, 90f); float yaw = transform.eulerAngles.y + mouseX; transform.rotation = Quaternion.Euler(pitch, yaw, 0f); }

One of the problems are that the camera is framerate and resolution dependent. I dont want to use Cinemachine.

Read Entire Article