using UnityEngine; public class FreeCam : MonoBehaviour { public enum RotationAxes { MouseXAndY = 0, MouseX = 1, MouseY = 2 } public RotationAxes axes = RotationAxes.MouseXAndY; public float sensitivityX = 15F; public float sensitivityY = 15F; public float minimumX = -360F; public float maximumX = 360F; public float minimumY = -60F; public float maximumY = 60F; public float moveSpeed = 1.0f; public bool lockHeight = false; float rotationY = 0F; void Update() { if (axes == RotationAxes.MouseXAndY) { float rotationX = transform.localEulerAngles.y + Input.GetAxis("Mouse X") * sensitivityX; rotationY += Input.GetAxis("Mouse Y") * sensitivityY; rotationY = Mathf.Clamp(rotationY, minimumY, maximumY); transform.localEulerAngles = new Vector3(-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 = new Vector3(-rotationY, transform.localEulerAngles.y, 0); } var xAxisValue = Input.GetAxis("Horizontal"); var zAxisValue = Input.GetAxis("Vertical"); if (lockHeight) { var dir = transform.TransformDirection(new Vector3(xAxisValue, 0.0f, zAxisValue) * moveSpeed); dir.y = 0.0f; transform.position += dir; } else { transform.Translate(new Vector3(xAxisValue, 0.0f, zAxisValue) * moveSpeed); } } }