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This question was closed Oct 06, 2017 at 10:43 AM by unity_bcUiA2t7GqTPBA for the following reason:

The question is answered, right answer was accepted

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Question by unity_bcUiA2t7GqTPBA · Oct 04, 2017 at 09:44 AM · scripting problem

What part of my camera script is increasing my cameras X rotation?

Something in my script is increasing my cameras X rotation and it's pretty damn annoying, can anyone please tell me what part it is and how to stop it from doing that?

using UnityEngine; using System.Collections;

public class CameraMotor : MonoBehaviour {

 public Transform lookAt;

 private Vector3 desiredPosition;
 private Vector3 offset;

 private Vector2 touchPos;
 private float swipeResistance = 200.0f;

 private float smoothSpeed = 7.5f;

 void Start ()
 {
     offset = transform.position - lookAt.transform.position;
 }

 void Update()
 {
     if (Input.GetKeyDown (KeyCode.LeftArrow))
         SlideCamera (true);
     else if (Input.GetKeyDown (KeyCode.RightArrow))
         SlideCamera (false);

     if (Input.GetMouseButtonDown (0) || Input.GetMouseButtonDown (1)) 
     {
         touchPos = Input.mousePosition;
     }

     if (Input.GetMouseButtonUp (0) || Input.GetMouseButtonUp (1)) 
     {
         float swipeForce = touchPos.x - Input.mousePosition.x;
         if (Mathf.Abs (swipeForce) > swipeResistance) 
         {
             if (swipeForce < 0)
                 SlideCamera (true);
             else
                 SlideCamera (false);
         }
     }
 }

 void FixedUpdate()
 {
     desiredPosition = lookAt.position + offset;
     transform.position = Vector3.Lerp (transform.position, desiredPosition, smoothSpeed * Time.deltaTime);
     transform.LookAt (lookAt);
 }

 public void SlideCamera (bool left)
 {
     if (left)
         offset = Quaternion.Euler (0, 90f, 0) * offset;
     else
         offset = Quaternion.Euler (0, -90f, 0) * offset;
 }

}

I'm pretty it's do with my offset but even if I knew for sure I'd no idea how to fix it.

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Best Answer

Answer by Bilelmnasser · Oct 04, 2017 at 12:38 PM

Hi, what rotating your camera on X,Y,Z axis is :

 transform.LookAt( lookAt );

so you need only Y axis , the solution :

 using UnityEngine;
 using System.Collections;
 
 public class CameraMotor : MonoBehaviour
 {
 
     public Transform lookAt;
     private Vector3 desiredPosition;
     private Vector3 offset;
     private Vector2 touchPos;
     private float swipeResistance = 200.0f;
     private float smoothSpeed = 7.5f;
     void Start()
     {
         offset = transform.position - lookAt.transform.position;
     }
     void Update()
     {
         if ( Input.GetKeyDown( KeyCode.LeftArrow ) )
             SlideCamera( true );
         else if ( Input.GetKeyDown( KeyCode.RightArrow ) )
             SlideCamera( false );
         if ( Input.GetMouseButtonDown( 0 ) || Input.GetMouseButtonDown( 1 ) )
         {
             touchPos = Input.mousePosition;
         }
         if ( Input.GetMouseButtonUp( 0 ) || Input.GetMouseButtonUp( 1 ) )
         {
             float swipeForce = touchPos.x - Input.mousePosition.x;
             if ( Mathf.Abs( swipeForce ) > swipeResistance )
             {
                 if ( swipeForce < 0 )
                     SlideCamera( true );
                 else
                     SlideCamera( false );
             }
         }
     }
     void FixedUpdate()
     {
         desiredPosition = lookAt.position + offset;
         transform.position = Vector3.Lerp( transform.position , desiredPosition , smoothSpeed * Time.deltaTime );
         
         
         // transform.LookAt( lookAt );
         // replace the look At with this : 
         Vector3 relativePos = lookAt.position - transform.position;
         Quaternion LookAtRotation = Quaternion.LookRotation( relativePos );
 
         Quaternion LookAtRotationOnly_Y = Quaternion.Euler(transform.rotation.eulerAngles.x, LookAtRotation.eulerAngles.y, transform.rotation.eulerAngles.z);
 
         transform.rotation = LookAtRotationOnly_Y;
 
 
 
     
       
 
     }
     public void SlideCamera( bool left )
     {
         if ( left )
             offset = Quaternion.Euler( 0 , 90f , 0 ) * offset;
         else
             offset = Quaternion.Euler( 0 , -90f , 0 ) * offset;
     }
 }

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avatar image unity_bcUiA2t7GqTPBA · Oct 05, 2017 at 07:54 AM 1
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You're a saint thank you very much

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