Thursday, April 23, 2015

Unity Tips: Working with Animations (Part 2)

Once you know how to hook up models to an Animator Controller, covered in Part 1, you can move on to some more sophisticated work with animations. These are still beginner tricks, but past the "OMG It won't move T_T" stage.

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We'll be covering three major tricks I've learned.

  • Animator Controllers
    • Transition Parameters
    • Transition Blending
  • Individual Animations
    • Animation Events


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Animator Parameters and Transitions

[Animator Documentation]

Animator Controller transitions are totally awesome. These allow you to make complex but comprehensible animation systems.

Parameters

[Parameter Documentation]
If you're used to working with the Legacy system, these will be quite comfy. Parameters are bools, ints, floats, and triggers that you can assign to an animation transition and set with scripting.

To set up a parameter, open your Animator window. At the top, you'll see two tabs. Layers and Parameters. Simple enough, click over and add your first. I tend to work mainly with bools, but floats are very useful for speed-based transition amd ints can be used/set by switch-type scripting but the discretion is really up to you.

An example of this set up is
  • bool - InCombat
  • bool - Attacking
  • bool - GetHit
To change these, you want a script that looks something like this:

public GameObject me;
public Animator anim;

public bool Combat;

void Start() {
        me = this.gameObject;
        anim = me.GetComponent<Animator>();
}

void Update() {
        if (Combat) {
                anim.SetBool("InCombat", true);
        } else 
                anim.SetBool("InCombat", false);
        }
}

And so on like that with all the types. This allows you to control your animation transitions through your own scripting, rather than just watching a loop of default transitions.

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Transitions - The Line

These are, of course, the heart of Animator Controller.
To make a transition:

  • Right-click on starting animation in Animator. Select "Make Transition".
  • Now click on the animation you want to transition to.
The next part is cool. Now click on the Line-with-an-arrow that was created. This is your transition.
In the Inspector, you'll see the details of the transition. These settings determine the when and how of the transition. There are two tricks in this display I'm going to cover.

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Conditions
The first is Conditions, seen at the bottom. This is where we use your Parameters. Click the +
Now you've got a drop-down menu including any Parameters you've created, and options as to what conditions the parameter must be in to trigger the transition.

So to trigger a transition into combat from the previous example:
  1. Lick Parameters in your Animator and then click the +
  2. Create a bool called InCombat
  3. Place Idle and Combat Idle animations into your Animator
  4. Right click on Idle and select "Make Transition"
  5. Click on Combat Idle. You'll see the arrow pointing from Idle to Combat Idle
  6. Click on the arrow/line to see the info in the Inspector
  7. Click the + under Conditions and select "InCombat". Set the condition to "true"
  8. Now create a transition from CombatIdle to Idle
  9. Set this transition's Condition to "InCombat" and "false"
Now, when your script says you're in combat, your animation will change from Idle to Combat Idle. When you leave the combat state, your model will relax back into their Idle animation.

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Transitions - The Details
The second item in the Transition Inspector is blending. I'm not actually sure what the official Unity term is, but I'm talking about that little blue and gray chart-thing.

This is well worth playing around with. The first bar is clearly your starting animation, and the second the one you're transitioning into. The blue bit covers what your model actually performs

In application, I've found many animations start with the model standing still for a second or two before acting. By having the transition start later in the animation, you can skip bits that are not useful to you.

Second common application: Free animations often come in roughly cut samplers. If you want a particular action that happens in the middle/end of your animation clip, just slide that lower bar over.

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Animation Events

Animation events allow you to trigger script functions at certain points in the animation without having to count seconds.

This sequence was accomplished with a super cool trick I just learned called Animation Events.
To find this option:
  • Place your model in a scene and select
  • Open your Animation window (Window-->Animation)
  • Click on the timeline, see your model pose and the red line appear.
  • Now click on that little Marker+ button
You'll notice it summons a pop up, in which you can choose a number of functions available to your model from a drop-down menu.

How It Works
What you're going to make is a special trigger INSIDE the animation-clip file that will call a script function. So you WILL need a receiving script on your model.

Watch the Wizard. See how when he pulls back, the fireball appears, then when he thrusts out his hand, it looses? These are triggered by Animation Events.

I wrote a quick script with two basic functions. 1) summon fireball stuck to hand and 2) lerp fireball toward enemy. The Animation Events then trigger these and viola! Fire-throwing mage!


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Important Notes:
  • If the Event icon is grayed out and you can't create one, this means the animation file is read-only. That's okay! 
    • Find the animation in your Project window and click on the clip. (again, little box with a "play" arrow in it). 
    • Ctrl-D to duplicate that little mofo. You'll see a copy of it OUTSIDE it's original model asset. You can edit this one. 
    • Replace the animation in your Animator with this new one so it'll work right. :D
  • If you use the same animation clip/animator with clip on a different model (one without the script with the event-function) an error will appear in your Editor. This is harmless.
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This post combined with it's older sibling comprise most of what I have learned in the last year about animation. Now I look forward into the "Intermediate" stage of 


  • Editing and possibly creating my own animation clips. 
  • Rigging and re-skinning models
  • Custom model mesh creation



I'll let you know when I figure those out. In the mean time, check out our Greenlight to see why I bothered to learn all this stuff in the first place.

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All blog posts by UnityGirl are inspired by my work with Brunelleschi: Age of Architects on the Aesop Games team. Download the current Unity client On IndieDB

Wednesday, April 22, 2015

Unity Tips: Animating Multiple Humanoid Models (Part 1)

If you've got more than one character model or, heaven forbid, NPCs, you'll probably be trying to rig multiple models with the same animations. I've come through the learning hump on this one and am here to help!

Also, my game is green-lighting! Check us (and my animation work) out! :D


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Mecanim Humanoid

These are your magic words. As long as all of your assets can be set to this setting, I can help you.

That said, here's what I got no non-Humanoid Models/Animations:

  • Cross-overs are not guaranteed, try to use animations that come with your models
  • You might be able to convert to Humanoid
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Models to Humanoid:


If you've got a humanoid model (head, hands, feet, general upright position) but it's not already set to Mecanim Humanoid, you are not hosed!

Find your base-model. Some packages come with a base and prefabs. This is the one with the model info in the Inspector when you click it.

  • In the model info in the Inspector, click "Rig"
  • Select "Humanoid" and "Create From This Model"
If your model was rigged in anything close to the standard way, Unity will take care of the rest. If there's anything wonky about you're rig, just go back to the Rig tab in the model and click "Configure".


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Configuring Your Humanoid

Warning: Not all animations are equal. Your model can be rigged correctly but an animation may still manipulate the bones wrong. Some animations are broken, and some will ONLY work properly with their original models.

This shows you where Unity thinks the bones are. (Bones are what animations move around)
When you click "Configure" Unity will ask you to save any unsaved changes in your current scene. This is because we're jumping into a place-holder new scene to configure.

Check the settings and maker sure all the bones know where they are. If you find everything okay and make no changes, just load into anther scene and keep working.
If you DO make some changes, remember to click Apply then Done at the bottom.

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Fun Tip:
One of the model-packs I picked up had mouths that open and close. The animations that came with close the mouths, but most of my animations don't control that bone. Meaning any new animations caused their mouths to hang open, as if in enternal horror (not happy faces).

I solved this by going into the Configure settings and un-assigning the jaw bone. This set the mouths to the mesh-default closed state :D


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Configuring Your Animations

That's right, you're not actually -totally- stuck with the settings they came with. We're gonna set these to Mecanim Humanoid as well. If your animations were stored inside your imported model, they're already changed. If not, find the import object and select. You'll see a familiar Import Settings in the Inspector.

  • In the model info in the Inspector, click "Rig"
  • Select "Humanoid" and "Create From This Model"
It's that easy. Not all animations will work like this, but most of them do. Now you've got Humanoid models and Humanoid animations that should work together.

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Animator Controller

While I have yet to master all of it's tricks, I love this little machine.

Setting Up Your Controller

Like most things in Unity, it's easy to create one of these. Just right-click in the Project window and select "Create" --> "Animator Controller"

Now you've got an empty animator. Find your Animation Clips (the asset INSIDE your imported assets with the little arrow on gray square), then drag them into your Animator.

Fun Fact:
If you then click on the gray animation boxes in your Animator, you can replace the clip WITHOUT replacing the box-entry by dragging a new animation-clip asset into the inspector slot.

Arrange the animations to your liking. Remember to set the one you want to play FIRST as your Default.

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Animating the Models

Wizard Breaks it Down

Here's the good part. One Animator Controller can apply to many models, letting players and NPCs have the same animations and respond to scripts the same way. Here's how we do it.

  • Animator component on Models(s)
  • In the Animator component. drop your new Animator Controller into the Controller slot
  • VERY IMPORTANT - Make sure the Avatar matches your Model. Trying to animate with the wrong model will not work.
  • Press Play

Finding Your Avatar

  • Locate your model asset, the one with the Import Settings we chaneged to Humanoid
  • There's a little arrow by that asset in the Project window, click it
  • The last asset listed under your model-asset should be your avatar
  • Drag that (little beige person icon) into your Animator component
DO NOT copy-paste the component onto a new model without replacing the avatar. The animation will not work unless the avatar matches the model.

Now all your models (if the animations work for them) can move together.

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Exceptions:

I'm not a model/rigging expert and bones beyond the Unity configure settings baffle me. I don't know why animations work on some models and not others, except that it probably has to do with how the bones are arranged and what the animations expect.
The mouth-open issue is a good example of a non-breaking incompatibility. Other failures I've seen include turned/backward limbs and, the most common, animations that cause the mesh to stretch badly or overlap itself unrealistically.

Stay tuned for Part 2: Working with Animations (for beginners)
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All blog posts by UnityGirl are inspired by my work with Brunelleschi: Age of Architects on the Aesop Games team. Download the current Unity client On IndieDB

Saturday, April 18, 2015

UnityGirl on Greenlight!


Y'all know that project all this blogging was for? We're on Greenlight!

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Aaaahhhhh!


It's been over a year of steady development, starting from absolute basics, but now my Unity client and demo scenes are front and center for the eyes and judgement of the greater steam community. Yeah, a little nerve-wracking, but also overwhelmingly exciting. What if it totally blows up and we've suddenly got thousands of players? What if it doesn't?

We've got an awesome video and we're ready to launch. Needless to say it's been a little epic around the studio today. We at Aesop Games invite you to make this amazing leap into the greater gaming industry with us. Take a few more seconds of your time and check us out.



If you like us, vote for us on Steam. If you're feeling generous, favorite and follow. However you feel about us, leave us a comment! Comments are awesome.
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New Features Galore!



Recently, like whiplash recently, we became MMO-capable. Since then everything's been downhill (the good kind) but 3 times as busy. No time for anything but shoving those features and demo features in as quickly as possible. Integrating the multiplayer functions and trying to last-minute polish my beginner assets has kept me too busy to worry about how busy the other 2 members of Aesop Games have been in preparation for this launch.

Between trying to continue development with the Oculus and learn the Kinect avatar control system, there's barely time to be a human. Which is pretty awesome.
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Future Unity Tips&Scripts


If you've been wondering why there aren't more tips and scripts, there just hasn't been time! Once it's locked down, I'd be happy to reveal how it was done step by step for the curious. Actually, the whole project is going to be open-sourced 3 years after launching because that's how gaming technology works now.

Until then, I'll be releasing the cool bits I think others will find useful through this blog.

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Back to the points, Check out the Greenlight! Please take take a few more seconds of your precious life and click some buttons. Let us know what you think!

If you got here before 4/22/2015, join the Thunderclap!

Sunday, March 29, 2015

SVG to PNG via Command-Line (Inkscape)



SVGs are awesome, but not everything supports them. Unity especially. For SVGs stored on your Linux server, this is a quick Command-Line solution.

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Get To Your Files

Whether you're running this one file at a time or in batches with a script, you'll want to start in the folder your svgs are in.
If you don't want to...
I think you can indicate the path within filename, but I'm not sure.

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Install Inkscape

Inkscape has to be installed on your server for this to work. This should be totally easy, but if you might want to check the docs.
Essentially, you enter this as root.
apt-get update
apt-get install inkscape
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Run the Command

This will call inkscape to read the svg file and export it as a png. If you want to branch out, here's a good reference
Run this code on all the svgs This will make a png copy in the same directory. :D
inkscape filename.svg --export-png=filename.png

If you want to define what the 'empty' background color is, try it this way
inkscape filename.svg  --export-background=ffffffff --export-png=filename.png

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Enjoy your PNGs :D

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All blog posts by UnityGirl are inspired by my work with Brunelleschi: Age of Architects on the Aesop Games team. Download the current Unity client On IndieDB

Tuesday, March 3, 2015

Unity Tips: Combined Mesh into Highlight (part 2)

This is Part 2 of making a single-mesh highlight for a several-mesh object. In the Previous Post we discussed how to combine the meshes into a single mesh. Now all we have to do is use that new mesh as a highlight.

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Shaders
Because Shaders are connected to Materials that effect 1 mesh at a time, we had to combine all those meshes into one outline-able mesh. Now we just need the outline.

Though shaders are a fairly deep hole to jump into, the Unity Community is there for us with a few commonly desired shaders. I found several useful resources Here. Select Silhouette-Outlined Diffuse and copy the variant that's right for you. There's Standard, Bumped, and Outline Only. I like Outline Only but you may have other needs.


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New Shader
Copy the Shader script. In Unity, make yourself a new Shader, open, and paste shader script.


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Now The Outline
This part's super simple


  • Make yourself a new Material.
  • Assign the new Outline Shader
  • Adjust color to preference. I like bright greens and blues.


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The Outline-Object
Finally, we combine these two techniques into a complex outline.


  • Take your original multi-mesh object, with it's "empty" parent-object
  • From there make an empty game-object child with scaled about 1 to 1.
  • Assign the Mesh you made earlier
  • Assign your new Outline Material
  • Adjust to preference


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Tadaa!
With these steps we've completed the Multi-Mesh Object Outline path. I hope you enjoy your outlines derived from this method. 


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All blog posts by UnityGirl are inspired by my work with Brunelleschi: Age of Architects on the Aesop Games team. Download the current Unity client On IndieDB

Wednesday, January 28, 2015

Unity Script: Oculus Selection with Coherent UI Web Views (3 of 3)


The last cool thing in this Oculus Pointer Trilogy post is how to work with Coherent UI Web Views using the Oculus Pointer we made in post 1
To see how to select 3d GameObjects (like buttons) check out post 2
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Raycasts

If you read Post 2, you'll remember I mentioned that Raycasts are kind of backward from the way you normally think of input going (player-out). Fortunately Coherent UI is pretty much self-contained so we can put the Raycast in the UI script.

Basically: we're going have Coherent UI respond to the pointer, rather than having the pointer trigger Coherent UI.

Why?
A combination of reasons coming together to a single solution

  • Unity mouse function actually IS a back-end Raycast
  • Coherent UI calculates what you clicked on based on the view texture's x/y coordinates
  • RaycastHit.textureCoord is the only way I know to find and send the texture x/y

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Coherent UI System

This is the script that comes with your Coherent UI system that we'll be adding to in order to do this little trick. I won't be showing the full altered script, but I'll give you the placements for our entered code snippets.

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Public Variables
The first thing to note when you're looking at the Coherent UI System script in the editor is that almost all of it's values are private. We can't see them, therefore can't check mid-UI navigation.
It's also worth noting all those specialized CoUI variables don't share well between functions.

You're going to want to add a few public variables for you to work with inside and outside the script. I've made comment lines on either side to make it obvious where I've changed the script.



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Finding Your Assets
We're going to do this in two ways. OnLevelWasLoaded(), which we'll add, and through Start(), which we'll add to. This will tell the script whether or not to look for Oculus interaction





Here I have it looking for any of the Oculus prefabs I use that could interact with Coherent UI. If any are present, expect to interact with an Oculus pointer

  • Make sure to use your own asset names


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void TrackInputFocus ()
This is a void() that runs every Update cycle. Find it, we're going to put our Raycast here.

The script:

Note

  • See that hanging "} else {" at the bottom? That closes "if (oculus) {"
  • don't forget to close if after the end of the next (original) raycast 




The Logic:
What we're doing here is


  1. Defining a ray from the right eye out through the pointer. This defeats the distortion caused by the Oculus program.
  2. Making a Raycast with that ray
  3. If the raycast hits a CoUI view, it records the x/y coordinate hit on the view texture and responds accordingly
  4. If the mouse is clicked while the raycast is pointed, it will click that point on the view.
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Mouse Position
There's one last thing we need to do at the end of the script to update the mouse position in Oculus mode.


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Final Step
There's a special way to set up your Oculus pointer-using scenes.

  1. Remove the OVR Manager script from your Oculus player
  2. Make a GameObject tagged MainCamera that does not have a camera component on it
  3. Put the OVR Manager script on that
This arrangement was found by trial and error. I know only that it has something to do with Coherent UI needing a Main Camera and getting bugs doing it other ways.


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This is actually remarkably simple and mostly copied from other bits of the same function. The really tricky part was identifying the texture coordinate technique. The rest is just variable management. :D

Tadaa!


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All blog posts by UnityGirl are inspired by my work with Brunelleschi: Age of Architects on the Aesop Games team. Download the current Unity client On IndieDB

Saturday, January 24, 2015

Unity Tips: Lighting vs Ambient Light

Simple solution to a basic processing issue. Especially if you don't have Unity Pro and / or haven't mastered baked lighting, lights slow your game down.



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Lighting Your Scene
Point 1
Every individual light rendered on every texture has to be processed.

Point 2
Beginning scenes are hella dark. You HAVE to use lighting to be able to see your assets.

Point 3
You don't actually have to use lights to fix this problem.

  • Hit Edit
  • Pan down to and select Render Settings 
    • Render as in how things show up
  • Click the dark gray box labeled Ambient Light. 
    • I usually go with a very light gray, but pale yellow is good for simulated sunlight
    • blue is good for night or dream scenes
    • green to enhance a forest glade
  • Best Part: pick a light color and you won't need lights to see!











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Also in Render Settings

You might want to look around further in this menu area for other useful ways to tweak your scene.

  • Skybox - a special texture set that creates the illusion of 3d sky
    • many skybox sets are available in the assets store
    • you can also follow a guide on how to make your own skyboxes
  • Fog - a player view shortening and somewhat magical effect, especially set to odd colors
    • obscures overhead map views, but great for immersion
  • Halo and Flare - camera effects I haven't actually played with yet.

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Secret in Quality Settings:

Go to Edit -> Project Settings -> Quality and you'll find an interesting setting.
"Pixel Light Count" Turning this up increases the number of pixel lights that render completely, but has performance repercussions.
I turn this up for high-quality urban promo shots and down for everything else.

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All blog posts by UnityGirl are inspired by my work with Brunelleschi: Age of Architects on the Aesop Games team. Download the current Unity client On IndieDB
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Wondering where Part 3 of the Oculus Pointer Trilogy is? I'm not done with it yet. :D

Tuesday, January 20, 2015

Unity Script: Oculus Selection Logic (2 of 3)

Oculus selection is something I've seen a lot of examples of in demo games, but almost no documentation on as to how to manage your selection. Here's some basic Unity logic I've learned while working on Brune's Oculus integration.
See how we made the pointer in post 1
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Goal

Selection: plain and simple. Choosing between game objects, which way to look, and what to interact with. Mainly this post is about how to use a pointer moved by the mouse (last post) that sends clicks where you want them to go.

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Obstacles:
Note the curve, and how each eye sees further to one side

Camera Distortion: It's important to keep in mind that the Oculus uses 2 in game cameras distorted together to simulate your eye-based vision inside the Rift. This also means that it's easy to aim at something with "one eye" and not really hit it within the distortion.







Mouse Function: I just haven't managed to get the windows mouse-pointer function in Unity to work inside the Rift. That said, OnMouseDown does work if referenced indirectly such as

public bool triggered;

void OnMouseDown () {
       Application.LoadLevel("MyScene");
}

void Update () {
       if  (triggered) {
          OnMouseDown();
       }
}

I use this to have Oculus and regular mouse function in the same script with the same click-response code.

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How to Trigger:
Building text and highlight appear when building is triggered


  1. Make a cube child object of the pointer named "PointCollider" (or whatever)
  2. give it a cube collider set to "Is Trigger" and a rigid body set to "Is Kinematic"
  3. transform it such that it makes a long thin line through pointer object on out into the world as far as you need. (make sure it goes far enough backward to tough the player)
  4. Put a collider and this snip of code on your click-responsive assets:

void OnTriggerEnter(Collider col) {
// this part keeps your script from responding to all collider interactions, only your pointer
       if (col.transform.name == "PointCollider") {
             triggered = true;
      }
}

void OnTriggerStay(Collider col) {
       if (col.transform.name == "PointCollider") {
             triggered = true;
      }
}

void OnTriggerExit(Collider col) {
       if (col.transform.name == "PointCollider") {
             triggered = false;
      }
}


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Example In Use

I've done it slightly different in this JS example, using if (Input.GetMouseButtonDown(0)) because OnMouseDown is linked to a GUI confirmation irrelevant to the Oc player.

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Raycasts

If you ask around about what to use for generic direction-based selection, much of the Unity community will suggest Raycasting. This is an invisible line you send out from a specified origin along a specified angle. If it hits something, it records what it hit.


Why I don't use them if I can help it:

a) conditionals for raycast hit can only be calculated in the script that sends the raycast. This means that
  • button-like scripts are useless 
  • trigger area scripts are useless
  • you are mostly reliant on tag-management to sort your responses
  • effecting other objects is a logistical pain
b) selecting what the raycast hits is a pain in the butt.
c) programming for Raycasts involves programming with catcher-scripts or backward-pointers that I find not-so-fun.


Why Raycasts are useful anyway and you'll see them later on:


They are the only way (that I know of) to select a point on a TEXTURE and not just a gameObject. Therefore we will be using a Raycast to handle the Web Vewier later.


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Wanna see how your Oculus pointer can select specific points on a Coherent UI web view? Tune in to final post of this trilogy next time! :D
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All blog posts by UnityGirl are inspired by my work with Brunelleschi: Age of Architects on the Aesop Games team. Download the current Unity client On IndieDB

Saturday, January 17, 2015

Unity Script: Oculus 3d Pointer (1 of 3)



One of the biggest obstacles to developing for the Oculus is simulating mouse. This post will take us through the first of three basic steps to get Oculus mouse integration working. We'll create a 3d mouse-object that follows the mouse-movement. Next time we'll add click-integration using triggers in post 2 and we'll finish with click-integration for Coherent UI web views.

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Myriad Limitations:

There are a couple of very good reasons why we can't just use the mouse the normal Unity way.
  1. Oculus won't display the windows mouse-cursor
  2. You can't hijack/alter the windows mouse-cursor at-all easily
  3. The windows mouse-cursor aims wrong through the Oculus distortion -even if you can see it-
  4. Oculus ALSO doesn't display Unity GUI, which only responds to windows-mouse anyway. (suggest 3d menu objects as well)

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The Solution:


A Unity-Object 3D Pointer

That's right. We're gonna take a Unity asset and turn it into our pointer with a few simple scripting tricks. We'll start with your player-camera and your pointer. I use a red sphere-object as default but you can use whatever works for you.


  • Create your object
  • Parent object under Right Eye Anchor
    •  this means it'll stick to the front of the head when you move
  • Transform thusly
  • It should look something like this with the pointer selected

  • Finally, add this script that will link the pointer-movement to your physical mouse movement. 
    • This responds like MouseLook and doesn't need the windows-mouse

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The Script



For Copying


using UnityEngine;
using System.Collections;

public class Pointer_Mock : MonoBehaviour {

public GameObject targetCam;
// Use this for initialization
void Start () {
targetCam = transform.parent.gameObject;
}

void Update() {
transform.LookAt (targetCam.transform);

float localX = transform.localPosition.x;
float localY = transform.localPosition.y;

float h = (localX += (Input.GetAxis("Mouse X") * 0.05f));
float v = (localY += (Input.GetAxis("Mouse Y") * 0.05f));
transform.localPosition = new Vector3 (h, v, transform.localPosition.z);

}
}

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All blog posts by UnityGirl are inspired by my work with Brunelleschi: Age of Architects on the Aesop Games team. Download the current Unity client On IndieDB