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Question by Mckaos · Aug 06, 2017 at 10:55 PM · camerarotatecamera rotatecamera-look3rd person camera

How to make my camera only rotate on middle mouse click?

Hello, currently my mouse rotates no matter where my mouse goes automatically. I would like it to only rotate when i hold press the middle mouse button, here is my current camera code:

 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 = 10.0f;
 private const float Y_ANGLE_MAX = 35.0f;
 private const float DISTANCE_MAX = 50.0f;
 private const float DISTANCE_MIN = 25.0f;
 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.)
     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 -= 1.0f; }
     if (Input.GetAxis("Mouse ScrollWheel") < 0) { distance += 1.0f; }

     //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);

 }

 }

Also to make the camera lock at every 90 degrees, so when i click and drag, it would go, 90, 180, 270, 360, then back to 90.

Thanks in advance for any help :)

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Answer by Rydrako · Aug 07, 2017 at 01:05 AM

It's really easy to make anything require input. You just need to check for the condition with Unity's Input system and pole for mouse buttons. 2 is the middle click button, what you're looking for.

 if(Input.GetMouseButton(2))

In your case I would encapsulate this part:

 if(Input.GetMouseButton(2))
 {
     currentX += Input.GetAxis("Mouse X") * sensitivityX;
     currentY += Input.GetAxis("Mouse Y") * sensitivityY;
 }

And for rounding the camera angle to 90 degree increments I would add this to the end of the LateUpdate method:

 Vector3 angles = camTransform.eulerAngles; //stores rotation in a temporary variable
 angles.y = (angles.y/90) * 90; // rounds rotation in 90's
 camTransform.eulerAngles = angles; // sets rotation to camera

this works because division by an integer (90) will return an integer. So this should snap your camera every 90 degrees.

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avatar image Mckaos · Aug 07, 2017 at 02:28 AM 0
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Thank you so much, the rotation with mouse button2 is working flawlessly though, the snap to 90 degrees is not, heres what my LateUpdate looks like now fyi:

  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 = (angles.y / 90) * 90;
         camTransform.eulerAngles = angles;
 
     }

And sorry to ask for extra help, but would you happen to know how to make my player rotate with the camera direction? $$anonymous$$ovement code just in case:

 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 
 public class PlayerController : $$anonymous$$onoBehaviour {
 
     public float speed = 10;
 
     private Rigidbody rig;
 
     // Use this for initialization
     void Start ()
     {
         rig = GetComponent<Rigidbody>();
     }
     
     // Update is called once per frame
     void Update ()
     {
         float hAxis = Input.GetAxis("Horizontal");
         float vAxis = Input.GetAxis("Vertical");
 
         Vector3 movement = new Vector3(hAxis, 0, vAxis) * speed * Time.deltaTime;
 
         rig.$$anonymous$$ovePosition(transform.position + movement);
     }
 }
 
avatar image Rydrako Mckaos · Aug 08, 2017 at 01:35 AM 0
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Alright, try adding $$anonymous$$athf.Round() to this line:

 angles.y = $$anonymous$$athf.Round(angles.y / 90) * 90;

If that doesn't work then I'm sure the answer is somewhere on google! For having your player rotate along with the camera add this in your PlayerController Update function:

 transform.rotation = cam.rotation;

cam (or whatever you want to name it) would be a Transform variable to assign the camera to from your scene. Or you could do this if it's the $$anonymous$$ain Camera:

 private Transform cam = Camera.main.transform;

I'm glad I helped! Also, you might wanna mark my answer as accepted!

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