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Question by
KillerCat · Jul 07, 2017 at 06:08 PM ·
cameracamera-movementcamera rotate
How do I make this Camera movement happen when I right click?
This allows me to rotate and move the camera when I move my mouse fine but I want to make it move only when I right click and move around the mouse
using System.Collections; using System.Collections.Generic; using UnityEngine;
public class TestCam : MonoBehaviour {
//All the variables used in this class(Look below to see what they do. :D )
private const float Y_ANGLE_MIN = 0.0f;
private const float Y_ANGLE_MAX = 50.0f;
private const float DISTANCE_MAX = 5.0f;
private const float DISTANCE_MIN = 0.1f;
private const float TRANS_MIN = 1.0f;
private const float TRANS_MAX = 2.0f;
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 += 0.2f; }
if (Input.GetAxis("Mouse ScrollWheel") < 0) { distance -= 0.2f; }
//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. :D )
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);
}
}
Comment
Answer by efeguclu · Jul 07, 2017 at 06:53 PM
Add this code into your Update() method
if (!Input.GetMouseButton(1))
return;
or if you don't want to return the Update change Update with this :
//Makes the camera move by looking at the axis of the mouse(Also multiplied by the seisitivity.)
if(Input.GetMouseButton(1)){
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 += 0.2f; }
if (Input.GetAxis("Mouse ScrollWheel") < 0) { distance -= 0.2f; }
//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; }
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