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need help with roll a ball like game
Hello, i need some help with my camera, i can only move it left and right. I want to be able to rotate it full 360 degrees like a third person camera, please someone look at my code and change it so it works.
Main camera code:
using UnityEngine; using System.Collections;
public class CameraMovement : MonoBehaviour {
public float turnSpeed = 7.0f;
public Transform player;
public Transform PauseMenu1;
public float height = 2f;
public float distance = 5f;
private Vector3 offsetX;
void Start()
{
offsetX = new Vector3(0, height, distance);
}
void LateUpdate()
{
offsetX = Quaternion.AngleAxis(Input.GetAxis("Mouse X") * turnSpeed, Vector3.up) * offsetX;
transform.position = player.position + offsetX;
transform.LookAt(player.position);
if (PauseMenu1.gameObject.activeInHierarchy)
{
turnSpeed = 0;
}
else
turnSpeed = 7.0f;
}
}
my player controller code:
using System.Collections; using UnityEngine.UI; using UnityEngine;
public class PlayerController : MonoBehaviour { public float speed; public float jumpHeight; public Text countText;
public string nextLevelName;
public int coinCountToNextLevel;
private Rigidbody rb;
private int count;
private Transform camTransform;
public jojstick joystick;
void Start()
{
rb = GetComponent<Rigidbody>();
count = 0;
SetCountText();
}
void FixedUpdate()
{
//if (Input.GetKeyDown(KeyCode.Space)) ;
//{
// rb.AddForce(Vector3.up * jumpHeight);
//}
Vector3 dir = Vector3.zero;
float moveHorizontal = Input.GetAxis("Horizontal");
float moveVertical = Input.GetAxis("Vertical");
//dir.x = joystick.Horizontal();
//dir.z = joystick.Vertical();
Vector3 movement = new Vector3(moveHorizontal, 0.0f, moveVertical);
rb.AddForce(movement * speed);
}
void OnTriggerEnter(Collider other)
{
if (other.gameObject.CompareTag("Pick Up"))
{
other.gameObject.SetActive(false);
count = count + 1;
SetCountText();
}
}
void SetCountText()
{
countText.text = "Coins: " + count.ToString();
}
void Update()
{
if (count >= coinCountToNextLevel)
{
Debug.Log("Loading Next Scene");
Application.LoadLevel(nextLevelName);
}
}
}
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