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Lots of issues stemming from the foundation where the aiming should  have been priority number 1. 

You need to lock the cursor state and make sure its visible. Adding a UI sprite to the middle of the UI canvas for the aiming device for the character and your character controller should be doing some sort of Quaternion Euler rotation on the character from the mouse X input * Time.deltaTime and using that inside a player.Rotate(vector3.up * mouse X) function. Just little stuff like that should be pretty straight forward to handle all your needs! Hope this helps and good luck!

(+1)

Thanks for your feedback. I didn’t want to do the standard sprite in the middle of the screen, but I didn’t have the time to make it work 100% the way I wanted. Thank you for your suggestion and for taking the time to post it. Any advice is welcome.