This script is parented to the arm gameobject to make so that when you move your mouse the arms move a little ahead of the camera and then settle back to be aligned with the camera. The problem is that when I move my mouse the arms flip randomly between what I want and being randomly flipped 180 degrees around the Y-axis. This is a modified MouseLook script from standard assets.
using UnityEngine;
using System.Collections;
[AddComponentMenu("Camera-Control/Mouse Sway")]
public class MouseSway : MonoBehaviour {
public float sensitivityX = 1F;
public float sensitivityY = 1F;
public float offsetY = 0;
public float minimumX = -30F;
public float maximumX = 30F;
public float minimumY = -30F;
public float maximumY = 30F;
float rotationX = 0F;
float rotationY = 0F;
float tSinceLastMoveX = 0F;
float tSinceLastMoveY = 0F;
Quaternion originalRotation;
void FixedUpdate ()
{
// Read the mouse input axis
rotationX += Input.GetAxis("Mouse X") * sensitivityX;
rotationY += Input.GetAxis("Mouse Y") * sensitivityY;
rotationX = ClampAngle (rotationX, minimumX, maximumX);
rotationY = ClampAngle (rotationY, minimumY, maximumY);
Quaternion xQuaternion = Quaternion.AngleAxis (rotationX, Vector3.up);
Quaternion yQuaternion = Quaternion.AngleAxis (rotationY, Vector3.left);
transform.localRotation = originalRotation * xQuaternion * yQuaternion;
offsetY = 0;
}
void Start ()
{
// Make the rigid body not change rotation
if (rigidbody)
rigidbody.freezeRotation = true;
originalRotation = transform.localRotation;
}
public static float ClampAngle (float angle, float min, float max)
{
if (angle < -360F)
angle += 360F;
if (angle > 360F)
angle -= 360F;
return Mathf.Clamp (angle, min, max);
}
}