Add persistent global mouse sensitivity setting with slider

MouseSensitivity is a static, PlayerPrefs-backed multiplier (default 1,
clamped 0.1-4.0) that scales the mouse-look delta in the FreeCam,
FirstPerson and ThirdPerson controllers. Writes flush immediately so the
value survives a hard build exit. MouseSensitivitySlider binds the
Settings-panel slider to it (range read from the inspector) and mirrors
the value into its label, syncing on panel open via OnEnable.

Main.unity now contains the session-manager canvas directly (the
Online Session Manager prefab was unpacked) and wires the slider binder.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
This commit is contained in:
adminandClaude Opus 4.8 committed 2026-06-28 13:55:53 +02:00
1 parent 0df37b8e4a
commit 2a6fc163b1
10 files changed
+3097 -2543

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+1 -1
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@@ -113,7 +113,7 @@ public class FirstPersonController : MonoBehaviour
void LookTick()
{
Vector2 delta = ReadMouseDelta();
Vector2 delta = ReadMouseDelta() * MouseSensitivity.Multiplier;
_yaw += delta.x * horizontalSensitivity;
float vs = verticalSensitivity * (invertY ? 1f : -1f);
_pitch = Mathf.Clamp(_pitch + delta.y * vs, -maxPitch, maxPitch);
+1 -1
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@@ -109,7 +109,7 @@ public class FreeCamController : MonoBehaviour
void LookTick()
{
Vector2 delta = ReadMouseDelta();
Vector2 delta = ReadMouseDelta() * MouseSensitivity.Multiplier;
_yaw += delta.x * horizontalSensitivity;
float vs = verticalSensitivity * (invertY ? 1f : -1f);
_pitch = Mathf.Clamp(_pitch + delta.y * vs, -maxPitch, maxPitch);
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@@ -0,0 +1,46 @@
using System;
using UnityEngine;
/// Global mouse look-around sensitivity multiplier, shared by every camera
/// controller (FreeCam, FirstPerson, ThirdPersonOrbit). 1 = unchanged baseline.
/// Persisted per-machine via PlayerPrefs so the setting survives restarts.
public static class MouseSensitivity
{
public const float Default = 1f;
public const float Min = 0.1f;
public const float Max = 4f;
const string PrefKey = "Settings.MouseSensitivity";
static bool _loaded;
static float _multiplier = Default;
/// Fires whenever the multiplier changes (UI may run before the avatar spawns).
public static event Action<float> Changed;
public static float Multiplier
{
get
{
if (!_loaded)
{
_loaded = true;
_multiplier = Mathf.Clamp(PlayerPrefs.GetFloat(PrefKey, Default), Min, Max);
}
return _multiplier;
}
set
{
float v = Mathf.Clamp(value, Min, Max);
_loaded = true;
if (Mathf.Approximately(v, _multiplier)) return;
_multiplier = v;
PlayerPrefs.SetFloat(PrefKey, v);
// Flush to disk now so the setting survives a hard kill (build), not
// only a clean quit. Settings changes are rare user actions, so the
// extra write is negligible.
PlayerPrefs.Save();
Changed?.Invoke(v);
}
}
}
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@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: 5dc578039be8b9e48a2260d640ffcfc1
+37
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@@ -0,0 +1,37 @@
using TMPro;
using UnityEngine;
using UnityEngine.UI;
/// Binds a UI Slider (and optional value label) to the global MouseSensitivity
/// multiplier. The slider's range is authored in the inspector (0.1 - 4.0);
/// this only reads/writes the value so scene-side range edits are respected.
public class MouseSensitivitySlider : MonoBehaviour
{
[SerializeField] private Slider slider;
[Tooltip("Optional TMP label showing the current multiplier (e.g. \"1,00\").")]
[SerializeField] private TMP_Text valueLabel;
void OnEnable()
{
if (!slider) return;
slider.SetValueWithoutNotify(MouseSensitivity.Multiplier);
UpdateLabel(MouseSensitivity.Multiplier);
slider.onValueChanged.AddListener(OnSliderChanged);
}
void OnDisable()
{
if (slider) slider.onValueChanged.RemoveListener(OnSliderChanged);
}
void OnSliderChanged(float value)
{
MouseSensitivity.Multiplier = value;
UpdateLabel(value);
}
void UpdateLabel(float value)
{
if (valueLabel) valueLabel.text = value.ToString("0.00");
}
}
@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: fc6da376d2cfebe47beeb9b6012e76dd
+1 -1
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@@ -103,7 +103,7 @@ public class ThirdPersonOrbitInput : MonoBehaviour
if (modeWantsLook && !LookSuppressed)
{
Vector2 delta = ReadMouseDelta();
Vector2 delta = ReadMouseDelta() * MouseSensitivity.Multiplier;
Vector2 raw = new Vector2(
delta.x * horizontalSensitivity,
delta.y * verticalSensitivity * (invertY ? 1f : -1f));