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How to make 90 degree snapping camera, center on object?
Here is my code for camera:
`using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class ThirdPersonCamera : MonoBehaviour
{
//All the variables used in this class(Look below to see what they do.)
private const float Y_ANGLE_MIN = 5.0f;
private const float Y_ANGLE_MAX = 35.0f;
private const float DISTANCE_MAX = 50.0f;
private const float DISTANCE_MIN = 20.0f;
private const float TRANS_MIN = 1.0f;
private const float TRANS_MAX = 2.0f;
public float dragSpeed = 2;
private Vector3 dragOrigin;
public Transform lookAt;
public Transform camTransform;
public GameObject player;
private Camera cam;
public float distance = 5.0f;
private float currentX = 0.0f;
private float currentY = 0.0f;
private float sensitivityX = 4.0f;
private float sensitivityY = 1.0f;
private float trandis;
public Vector3 height = new Vector3(0, 0, 0);
private bool below = false;
private void Start()
{
//Makes camTransform a transform.
camTransform = transform;
//Sets variable cam value to the main camera
cam = Camera.main;
}
private void Update()
{
//Makes the camera move by looking at the axis of the mouse(Also multiplied by the seisitivity.)
if (Input.GetMouseButton(2))
{
currentX += Input.GetAxis("Mouse X") * sensitivityX;
currentY -= Input.GetAxis("Mouse Y") * sensitivityY;
}
//Limits the Y variable
currentY = Mathf.Clamp(currentY, Y_ANGLE_MIN, Y_ANGLE_MAX);
//Thiago Laranja's scrollwheel implemetation.
if (Input.GetAxis("Mouse ScrollWheel") > 0) { distance -= 2.0f; }
if (Input.GetAxis("Mouse ScrollWheel") < 0) { distance += 2.0f; }
//Makes sure that these variables never go over the max and be les than the min.
distance = Mathf.Clamp(distance, DISTANCE_MIN, DISTANCE_MAX);
trandis = Mathf.Clamp(distance, TRANS_MIN, TRANS_MAX) - 1;
//Sets players transparency(Make sure that player materials rendering mode has set to transparent or other mode that supports transparency).
player.GetComponent<Renderer>().material.color = new Color(player.GetComponent<Renderer>().material.color.r, player.GetComponent<Renderer>().material.color.g, player.GetComponent<Renderer>().material.color.b, trandis);
//Disables the object from rendering if your're at distance 0.8.
if (distance <= 0.8f) { player.GetComponent<Renderer>().enabled = false; }
if (distance > 0.8f) { player.GetComponent<Renderer>().enabled = true; }
//If close enough to the character sinp into distance of 0.1(If distance is 0 the camera cant be rotated.)
if (distance <= 0.8f && below == false) { distance = 0.1f; below = true; }
if (distance >= 0.8f && below == true) { below = false; }
}
private void LateUpdate()
{
//Subtracts hte distance from Z coordinate
Vector3 dir = new Vector3(0, 0, -distance);
//Creates an quaternion for rotation(too bad that we cannot use Vector3.)
Quaternion rotation = Quaternion.Euler(currentY, currentX, 0);
//Sets the cameras position and makes it look at player.
camTransform.position = lookAt.position + height + rotation * dir;
camTransform.LookAt(lookAt.position + height);
//Camera Snap 90 degrees
Vector3 angles = camTransform.eulerAngles;
angles.y = Mathf.Round(angles.y / 90) * 90;
camTransform.eulerAngles = angles;
}
}`
this is what happens (example in gif): https://i.gyazo.com/7af52400c5823baba856700e5ffeb5e6.mp4
How can i make it not rotate around, and just snap to the center of the cube? i don't want it to revolve around the cube, just face it constantly, but still able to go up and down with Y axis
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