BGE Development: Mouse look actuator

Just a short update today since I’ve got to roll into work early. However, I did manage to make some improvements and fix a bug. I’ll also found time to create more problems.

Following on from feedback on the BA forums I’ve added the option to map rotation to a specific object. Previously you needed two mouse look actuators for an FPS set up: one mouse look attached to the player object only mapped for x motion rotation and another attached to the camera with only y mapped. Now you only need the one and just change the y target object to the camera. Leaving the target object blank means that rotation applies to the actuators owner. Hopefully this will simplify logic brick set ups.

I’ve also fixed the issue with the actuator ignoring an objects rotation prior to starting the game engine. Say a camera was rotated 90 degrees on the x-axis to face forward, once the BGE starts it’s rotation would reset to 0. You could get around this apply applying the rotation before running the game, but really it’s rotation needs to be taken into account. This means that the axis mapping is now local, so in the above example to look left and right the mouse’s x motion would have to be mapped to the objects y-axis. I’ll add updating the tool-tips to my todo list.

However, because of the changes to how rotation is handled the cap now no longer works, so I’ve got to rethink that. I’ll probably get that fixed tomorrow.

And that’s all I have time for today.


~ by Jay on April 18, 2012.

One Response to “BGE Development: Mouse look actuator”

  1. wow cool looking forward for this
    keep up the good work 😉


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