Wayback Machinekoobas.hobune.stream
May JUN Jul
Previous capture 13 Next capture
2021 2022 2023
1 capture
13 Jun 22 - 13 Jun 22
sparklines
Close Help
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
  • Asset Store
  • Get Unity

UNITY ACCOUNT

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account
  • Blog
  • Forums
  • Answers
  • Evangelists
  • User Groups
  • Beta Program
  • Advisory Panel

Navigation

  • Home
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
    • Blog
    • Forums
    • Answers
    • Evangelists
    • User Groups
    • Beta Program
    • Advisory Panel

Unity account

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account

Language

  • Chinese
  • Spanish
  • Japanese
  • Korean
  • Portuguese
  • Ask a question
  • Spaces
    • Default
    • Help Room
    • META
    • Moderators
    • Topics
    • Questions
    • Users
    • Badges
  • Home /
avatar image
0
Question by schetty · Jun 20, 2013 at 05:28 AM · camerarotationpan

Cam giving problem on rotation and pan

Here is the script which is giving problem literally. I tried but cant find where the problem occur. please help me to do this.

 //In a file MaxCamera.cs
 
 using UnityEngine;
 using System.Collections; 
 
 public class MaxCamera : MonoBehaviour{
 
     public Transform target; 
     public Vector3 targetOffset;
     public float distance = 5.0f;
     public float maxDistance = 20;
     public float minDistance = .6f; 
     public float xSpeed = 200.0f;
     public float ySpeed = 200.0f; 
     public int yMinLimit = -80;
     public int yMaxLimit = 80; 
     public int zoomRate = 40;
     public float panSpeed = 0.3f; 
     public float zoomDampening = 5.0f; 
     private float xDeg = 0.0f;
     private float yDeg = 0.0f;
     private float currentDistance;
     private float desiredDistance; 
     
     private float x, y;
     
     //reset image
     public GUIStyle reset;
 
     void Start()
     {
         x = y = 0;
         
         //make the faul screen false at the start
         Screen.fullScreen = false;
         
         Vector3 angles = transform.eulerAngles;
        // xDeg = angles.x;
         //yDeg = angles.y;
         currentDistance = distance;
         desiredDistance = distance;
         
         gameObject.transform.position = new Vector3(10.225f, 1.74f, -29.35f);
     }
     
     void Update()
     {        
         if(Input.GetKeyDown(KeyCode.F))
             Screen.fullScreen = !Screen.fullScreen;
     }
     /** 
      * Camera logic on LateUpdate to only update after all character movement logic has been handled. 
      */
 
     void LateUpdate()
     {
         //if(Input.mousePosition.x > 48 && Input.mousePosition.x < 511 && Input.mousePosition.y > 48 && Input.mousePosition.y < 620)
         {
             
             // Don't do anything if target is not defined 
     
             if (!target)
                 return;
     
             // If Control and Alt and Middle button? ZOOM!
 //            if (Input.GetMouseButton(2) && Input.GetKey(KeyCode.LeftAlt) && Input.GetKey(KeyCode.LeftControl))
 //            {
 //                desiredDistance -= Input.GetAxis("Mouse Y") * Time.deltaTime * zoomRate*0.125f * Mathf.Abs(desiredDistance);
 //            }
             
         if(Input.GetMouseButton(0))
             {
                 x -= Input.GetAxis("Mouse Y")* 10 * 0.02f;
                 y +=Input.GetAxis("Mouse X") * 10 * 0.02f;
                 
                 //target.transform.Rotate(0, -Input.GetAxis("Mouse X") * 10,0, Space.World);
             }            
             
             
             // If middle mouse and left alt are selected? ORBIT
             //else if (Input.GetMouseButton(2) && Input.GetKey(KeyCode.LeftAlt))
             else if (Input.GetMouseButton(1))
             {
                 xDeg += Input.GetAxis("Mouse X") * xSpeed * 0.02f;
                 yDeg -= Input.GetAxis("Mouse Y") * ySpeed * 0.02f;
             }
             
             // otherwise if middle mouse is selected, we pan by way of transforming the target in screenspace
             else if (Input.GetMouseButton(2))
             {
                 //grab the rotation of the camera
                                 
                 if(targetOffset.y <= 25)
                 {
                      targetOffset.x -= (transform.right * Input.GetAxis("Mouse X") * 0.00002f).x;
                        targetOffset.y -= (Vector3.up * Input.GetAxis("Mouse Y") * 0.00002f).y;
                 }                
                 else
                     targetOffset.y = 24.5f;
             }
             
               //Clamp the vertical axis for the orbit
             yDeg = ClampAngle(yDeg, yMinLimit, yMaxLimit);
                  
             // set camera rotation 
             Quaternion rotation = Quaternion.Euler(x, y, 0); 
             
             // affect the desired Zoom distance if we roll the scrollwheel
             desiredDistance -= Input.GetAxis("Mouse ScrollWheel") * Time.deltaTime * zoomRate * Mathf.Abs(desiredDistance);
     
             //clamp the zoom min/max
             desiredDistance = Mathf.Clamp(desiredDistance, minDistance, maxDistance); 
     
           
     
             // For smoothing of the zoom, lerp distance
             currentDistance = Mathf.Lerp(currentDistance, desiredDistance, Time.deltaTime * zoomDampening); 
     
             // keep within legal limits
             currentDistance = Mathf.Clamp(currentDistance, minDistance, maxDistance);
      
     
             // calculate position based on the new currentDistance 
             Vector3 position = target.position + (rotation * Vector3.forward * currentDistance + targetOffset);
             //Vector3 position = transform.position;
             transform.rotation = rotation;
             transform.position = position;
         }
     }
     
     private static float ClampAngle(float angle, float min, float max)
     {
         if (angle < -360)
             angle += 360;
         
         if (angle > 360)
             angle -= 360;
 
         return Mathf.Clamp(angle, min, max);
     }
     
     void OnGUI()
     {
         //for4:3 resolution
         //if(GUI.Button(new Rect(7, Screen.width / 2 + 133, 30, 25),"",reset))
         if(GUI.Button(new Rect(10, Screen.width / 2 + 138, 30, 25),"",reset))
         {
             target.transform.rotation = Quaternion.Euler(0, 0, 0);
         }    
         
         //print(Input.mousePosition.x + " "+ Input.mousePosition.y);
     }
 
 }
Comment
Add comment
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

0 Replies

· Add your reply
  • Sort: 

Your answer

Hint: You can notify a user about this post by typing @username

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Follow this Question

Answers Answers and Comments

14 People are following this question.

avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image

Related Questions

nullifying targetObject after a Smooth LookAt Transition 2 Answers

easing camera rotation after mouse up? 0 Answers

canvas screen space camera rotation issue 0 Answers

How to make a camera "point" at an object. 1 Answer

smoothly rotate camera around an object with momentum 0 Answers


Enterprise
Social Q&A

Social
Subscribe on YouTube social-youtube Follow on LinkedIn social-linkedin Follow on Twitter social-twitter Follow on Facebook social-facebook Follow on Instagram social-instagram

Footer

  • Purchase
    • Products
    • Subscription
    • Asset Store
    • Unity Gear
    • Resellers
  • Education
    • Students
    • Educators
    • Certification
    • Learn
    • Center of Excellence
  • Download
    • Unity
    • Beta Program
  • Unity Labs
    • Labs
    • Publications
  • Resources
    • Learn platform
    • Community
    • Documentation
    • Unity QA
    • FAQ
    • Services Status
    • Connect
  • About Unity
    • About Us
    • Blog
    • Events
    • Careers
    • Contact
    • Press
    • Partners
    • Affiliates
    • Security
Copyright © 2020 Unity Technologies
  • Legal
  • Privacy Policy
  • Cookies
  • Do Not Sell My Personal Information
  • Cookies Settings
"Unity", Unity logos, and other Unity trademarks are trademarks or registered trademarks of Unity Technologies or its affiliates in the U.S. and elsewhere (more info here). Other names or brands are trademarks of their respective owners.
  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges