๋Œ€๊ฐ์„ ์œผ๋กœ ๋งˆ์šฐ์Šค ์›€์ง์ด๋ฉด ๋Œ€๊ฐ์„ ์œผ๋กœ ์›€์ง์ด๋Š”๊ฒŒ ์•„๋‹ˆ๋ผ ์œ„์šฐ์ธก์œ„์šฐ์ธก ์ด๋Ÿฐ์‹์œผ๋กœ ํ™”๋ฉด์ด ์›€์ง์ž„ ใ……ใ…‚


ย  ย  ย  ย  float MouseY = Input.GetAxisRaw("Mouse X") * Mouse_X_Speed;

ย  ย  ย  ย  float MouseX = (-Input.GetAxisRaw("Mouse Y")) * Mouse_X_Speed;

ย  ย  ย  ย ย 

ย  ย  ย  ย  Rotation_Y += (MouseY) * Time.deltaTime;

ย  ย  ย  ย  Rotation_X += (MouseX) * Time.deltaTime;

ย  ย  ย  ย  Rotation_X = Mathf.Clamp(Rotation_X, -90f, 90f);


ย  ย  ย  ย  transform.localRotation = Quaternion.Euler(Rotation_X, Rotation_Y, Rotation_Z);

ย  ย  ย  ย  Object_front.localRotation = Quaternion.Euler(0, Rotation_Y, 0);


์ฝ”๋“œ๋Š” ์ด๊ฒŒ ๋์ž„ ๋„์›€!