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Issues with camera lookrotation - please help
Hi all, basically I'm making a simple game where I have a world object and the camera fixed to look at it and you can orbit the camera around it. When you zoom in a certain distance I want the camera to smoothly switch to looking at the player character and then rotating the camera will smoothly orbit the player.
I got as far as getting the zooming in and smoothly orbiting the player working but its doesn't smoothly switch it jumps from one target to the other and when I try to make it smooth it works but then messes up the orbit.
any help please.
using UnityEngine;
using System.Collections;
public class Camera1 : MonoBehaviour
{
public Transform target;
public Transform player;
public float distance = 5.0f;
public float xSpeed = 120.0f;
public float ySpeed = 120.0f;
public float rotationspeed = 2.0f;
public int x = 0;
public float yMinLimit = -20f;
public float yMaxLimit = 80f;
public float distanceMin = .5f;
public float distanceMax = 15f;
public float smoothTime = 2f;
float rotationYAxis = 0.0f;
float rotationXAxis = 0.0f;
float velocityX = 0.0f;
float velocityY = 0.0f;
float minFov = 15f;
float maxFov = 90f;
float sensitivity = 10f;
// Use this for initialization
void Start()
{
Vector3 angles = transform.eulerAngles;
rotationYAxis = angles.y;
rotationXAxis = angles.x;
PlayerPrefs.SetInt("FollowPlayer", 0);
}
void LateUpdate()
{
if (target)
{
rotationYAxis += velocityX;
rotationXAxis -= velocityY;
rotationXAxis = ClampAngle(rotationXAxis, yMinLimit, yMaxLimit);
Quaternion fromRotation = Quaternion.Euler(transform.rotation.eulerAngles.x, transform.rotation.eulerAngles.y, 0);
Quaternion toRotation = Quaternion.Euler(rotationXAxis, rotationYAxis, 0);
Quaternion rotation = toRotation;
Vector3 negDistance = new Vector3(0.0f, 0.0f, -distance);
if (Input.GetMouseButton(1))
{
velocityX += xSpeed * Input.GetAxis("Mouse X") * 0.02f;
velocityY += ySpeed * Input.GetAxis("Mouse Y") * 0.02f;
if (PlayerPrefs.GetInt("FollowPlayer") == 0)
{
Vector3 position = rotation * negDistance + target.position;
transform.rotation = rotation;
transform.position = position;
}
if (PlayerPrefs.GetInt("FollowPlayer") == 1)
{
Vector3 position = rotation * negDistance + player.position;
transform.rotation = rotation;
transform.position = position;
}
}
if (PlayerPrefs.GetInt("FollowPlayer") == 0)
{
Vector3 position = rotation * negDistance + target.position;
transform.position = position;
transform.rotation = rotation;
}
if (PlayerPrefs.GetInt("FollowPlayer") == 1)
{
Vector3 position = rotation * negDistance + player.position;
transform.position = position;
transform.rotation = rotation;
}
velocityX = Mathf.Lerp(velocityX, 0, Time.deltaTime * smoothTime);
velocityY = Mathf.Lerp(velocityY, 0, Time.deltaTime * smoothTime);
}
}
void Update()
{
if(Input.GetKeyDown("z"))
{
Camera.main.fieldOfView = Camera.main.fieldOfView + 1;
}
if (Input.GetKeyDown("x"))
{
Camera.main.fieldOfView = Camera.main.fieldOfView - 1;
}
if(Camera.main.fieldOfView < 30)
{
PlayerPrefs.SetInt("FollowPlayer", 1);
}
if (Camera.main.fieldOfView > 30)
{
PlayerPrefs.SetInt("FollowPlayer", 0);
}
}
public static float ClampAngle(float angle, float min, float max)
{
if (angle < -360F)
angle += 360F;
if (angle > 360F)
angle -= 360F;
return Mathf.Clamp(angle, min, max);
}
}
Answer by andyborrell · Dec 04, 2017 at 11:26 AM
One thing that looks suspicious to me is that on line 95 you position the camera relative to the target, but on line 99 you create a rotation to look at the player. So you're orbiting the target while looking at the player. You probably meant to use the player on line 95.
Similarly line 75 doesn't reference the player when it looks like it should.
By the way, I'm sure you know this but lines like
Quaternion.LookRotation(target.position - transform.position);
don't do anything. LookRotation returns a Quaternion, but you're not doing anything with the return value.
Hi, thanks for your reply, ive updated the code with what you mentioned, still no luck though.
To break it down, I want the camera to smooth orbit the level object and then when you zoom into a specific distance I want it to swap to orbit and follow the player object and then swap back again when you zoom out. I have the above working, its just not smooth when it swaps from looking at the level object to looking at the player object, then when I do add code to smooth that transition it doesn't orbit like it did originally, theres some kind of smoothing delay there.