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Question by Obsdark · Aug 13, 2017 at 09:32 PM · c#camera-movementmousepositionmouse-drag

Why the movement of the camera in the Z axis is so fast?

This code suposedly make your camera move while pressing the middle mouse button or the right mouse button on the background, in 2D work like a charm, but i'm modifing it to work also in 3D and so-far i can't fix a bug about it, is, because of that, necesary to make it work.

Why the movement of the camera in the Z axis is so fast?

 void UpdateCameraMovement(Vector3 lastFramePosition, Vector3 currFramePosition, bool is3D = false)
     {
         ProcessCameraMovement(lastFramePosition, currFramePosition, is3D);
         FixCameraMovement(is3D);
     }

 //Why so fast with the movement in Z axis?
     private void ProcessCameraMovement(Vector3 lastFramePosition, Vector3 currFramePosition, bool is3D = false)
     {
         try
         {
             if (is3D)
             {
                 //if(Physics.Raycast(ray, out hit))
                 //{
                 //currFramePosition = hit.transform.gameObject.transform.position;
                 currFramePosition = Camera.main.ScreenToWorldPoint(Input.mousePosition);
                 currFramePosition.y = 0;
                 //}
             }
             else
             {
                 currFramePosition = Camera.main.ScreenToWorldPoint(Input.mousePosition);
                 currFramePosition.z = 0;
             }
 
             // Handle screen dragging
             if (Input.GetMouseButton(1) || Input.GetMouseButton(2))
             { // Right or middle mouse Button
 
                 Vector3 diff = lastFramePosition - currFramePosition;
                 Camera.main.transform.Translate(diff);
                 Debug.Log (Camera.main.transform.position+ " Es la posicion del mouse en este momento");
             }
 
             // Work Zoom in, Zoom out
             Camera.main.orthographicSize += Camera.main.orthographicSize * Input.GetAxis("Mouse ScrollWheel") * -1;
 
             //Limits of the Zoom
             Camera.main.orthographicSize = Mathf.Clamp(Camera.main.orthographicSize, 1f, 125f);
 
             // Save the mouse position from this frame
             // We don't use currFramePosition because we may have moved the camera.
             //lastFramePosition = Camera.main.ScreenToWorldPoint(Input.mousePosition);
             //lastFramePosition.z = 0;
             //lastFramePosition = new Vector3(Camera.main.ScreenToWorldPoint(Input.mousePosition).x, Camera.main.ScreenToWorldPoint(Input.mousePosition).y, 0f);
         }
         catch(Exception ex)
         {
             Debug.Log("UpdateCameraMovement(Vector3, Vector3) Error: "+ex.ToString());
         }
     }
 
     private void FixCameraMovement(bool is3D = false)
     {
         lastFramePosition = Camera.main.ScreenToWorldPoint(Input.mousePosition);
 
         if(is3D)
         {
             lastFramePosition.y = 0;
         }
         else
         {
             lastFramePosition.z = 0;
         }
         
     }

Feel free to ask for comments, clarify stuffs and constructive critics, anything than help to get close to

Thanks in advance

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