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Question by Bentoon · Jan 02, 2015 at 05:43 PM · cameratouchcamera-movement

moving Camera with touch constrained to up & down

Hello All, I have an aerial view Camera facing the ground and I have a script that works with Arrow Keys (up down left & right) to move it

There is also touch input that works horizontally (x axis) but not vertically (normally y but since I am aerial it is z)

What am I doing wrong?

Here is the javascript

 #pragma strict
 
 // Moves object according to finger movement on the screen
 
     var speed : float = 0.05;
     var nonSpeed : float = 0;
     
     function Update () {
     
               if (Input.GetKey(KeyCode.RightArrow) ){
           Debug.Log("right");
             transform.Translate (Vector3(10,0,0) * Time.deltaTime*speed);
           }
           
           
            if ( Input.GetKey(KeyCode.LeftArrow) ){
                           Debug.Log("left");
             transform.Translate (Vector3(-10,0,0) * Time.deltaTime*speed);
           }
     
     
            if ( Input.GetKey(KeyCode.UpArrow) ){
                           Debug.Log("Up");
             transform.Translate (Vector3(0,-10,0) * Time.deltaTime*speed);
           }
           
            if ( Input.GetKey(KeyCode.DownArrow) ){
                           Debug.Log("Down");
             transform.Translate (Vector3(0,10,0) * Time.deltaTime*speed);
           }
           
     
     
         if (Input.touchCount > 0 && 
           Input.GetTouch(0).phase == TouchPhase.Moved) {
         
             // Get movement of the finger since last frame
             var touchDeltaPosition:Vector3 = Input.GetTouch(0).deltaPosition;
             
             // Move object across XZ plane
             transform.Translate (-touchDeltaPosition.x * speed,
             0,0);
             
             transform.Translate (-touchDeltaPosition.z * speed,
             0,0);
             
         }
 
     }

Thanks

~be

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Answer by Bentoon · Jan 03, 2015 at 03:39 AM

Here we Go:

Got it working, Here is the script for future reference:

~be

     var speed : float = 0.05;
     var nonSpeed : float = 0;
     
     function Update () {
     
               if (Input.GetKey(KeyCode.RightArrow) ){
           Debug.Log("right");
             transform.Translate (Vector3(10,0,0) * Time.deltaTime*speed);
           }
           
           
            if ( Input.GetKey(KeyCode.LeftArrow) ){
                           Debug.Log("left");
             transform.Translate (Vector3(-10,0,0) * Time.deltaTime*speed);
           }
     
     
            if ( Input.GetKey(KeyCode.UpArrow) ){
                           Debug.Log("Up");
             transform.Translate (Vector3(0,-10,0) * Time.deltaTime*speed);
           }
           
            if ( Input.GetKey(KeyCode.DownArrow) ){
                           Debug.Log("Down");
             transform.Translate (Vector3(0,10,0) * Time.deltaTime*speed);
           }
           
     
     
         if (Input.touchCount > 0 && 
           Input.GetTouch(0).phase == TouchPhase.Moved) {
         
             // Get movement of the finger since last frame
             var touchDeltaPosition:Vector3 = Input.GetTouch(0).deltaPosition;
             
             // Move object across XY plane
             transform.Translate (-touchDeltaPosition.x * speed,
             0,0);
                                     
             transform.Translate (0,-touchDeltaPosition.y * nonSpeed,0);     
 
         
         }
     
     }
     

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