Problem with mouse look with FPS controller

I have a scene with an FPSController. Works great in debug - I can walk around, look around, etc. as expected. However, when I build the project for “PC, Mac & Linux Standalone,” suddenly, I can only look left or right with the mouse - I can’t look up or down! No settings were changed between testing it in debug and building and running it as an EXE.

The weird thing is, the first time this happened, I figured I’d accidentally messed up the mouse look settings in the controller, but I hadn’t. And when I ran the scene in debugger again, the mouse look was locked there too! After I restarted Unity, though, the mouse look worked again but was still locked even after rebuilding the project into a new EXE. Is there a known issue with mouse look in the FPSController?

(Running Unity 5.0.1f1 Personal on Windows 8.1; mouse = Logitech M570.)

I had this problem, it was because I had two audio listeners in the scene. All I had to do was delete the second main camera from the scene, and it was fixed.

Kinda found whats wrong, it has something with player height, put new controller and deactivate old one and copy your elements back to this new one, except player settings itself and export is clean. Avoided this happening by moving player camera at desired height without touching player settings or capsule…

Thanks, Yan. Appreciate the help. Due to the mouse look problem and various other reasons (such as the imported model having a lot of tiny flipped normals) I decided to reimport the model and start fresh. After that, the FPSController acted normally after compile as expected. However, this info might help someone else out who experiences the problem, so it’s good to have out there.
Thanks!

This is still an issue. I am not sure if this is a player height issue, I think Yan got lucky. I am experiencing the same kind of thing and I am stumped. If I use the FPSController in standard assets I loose vertical mouse look when I compile. Mouse look works as expected in the editor while I run the game there – but as soon as I compile and run the game, the compiled application loses the vertical mouse look and can only look left and right. Now is where it gets strange – this behavior then carries over to the editor.
If I close unity and reload it running the game in the editor has mouse look working properly – UNLESS I at any time run the compiled game externally from the editor. Then no vertical mouse look. I don’t know how to fix this as it works until an app is created and run then stops (both for the app AND in the editor).
(Unity 5.0.2f1 Personal on iMac OSX Yosemite 10.10.3)

Definitely caused by the two audio listeners mentioned by Pockets. That needs votes but I’m not legit enough yet.

Hi guys, this was driving me mad.

For me, it was because my camera on the FPS controller wasn’t set to the main camera.
To fix I set the variable m_camera to public, and then commented out the line that sets m_camera to the main camera, and then dragged the FPS camera into the new slot on the script drop down.

Hope this helps someone!

Most people said kill the other audio listeners, that is true, but Gazoid also stated something very important. If you have two main cameras in the same scene at any given time, you will get wack results.

Cmon people, read how the controller detects camera’s and you will instantly realize why you can’t look up and down!!!

Ill explain it as best as I can:
When the FPScontroller awakes, it will assign the camera it moves as “camera.main”, so it will move the Main Camera up and down, not the player camera. I am not sure why it only counts for up and down though…

I suggest you edit the code for the controller so you can manually assign cameras in the inspector.

~PlayPrey

Whoa, that worked for me. Deleted the maid camera and it worked.