Wayback Machinekoobas.hobune.stream
May JUN Jul
Previous capture 12 Next capture
2021 2022 2023
1 capture
12 Jun 22 - 12 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 TotalPixel · Dec 04, 2017 at 10:41 AM · unity 5rotationscripting problemcamera rotatelookrotation

Issues with camera lookrotation - please help

Hi all, basically I'm making a simple game where I have a world object and the camera fixed to look at it and you can orbit the camera around it. When you zoom in a certain distance I want the camera to smoothly switch to looking at the player character and then rotating the camera will smoothly orbit the player.

I got as far as getting the zooming in and smoothly orbiting the player working but its doesn't smoothly switch it jumps from one target to the other and when I try to make it smooth it works but then messes up the orbit.

any help please.

 using UnityEngine;
 using System.Collections;
 
 public class Camera1 : MonoBehaviour
 {
     public Transform target;
     public Transform player;
     public float distance = 5.0f;
     public float xSpeed = 120.0f;
     public float ySpeed = 120.0f;
     public float rotationspeed = 2.0f;
 
     public int x = 0;
 
     public float yMinLimit = -20f;
     public float yMaxLimit = 80f;
 
     public float distanceMin = .5f;
     public float distanceMax = 15f;
 
     public float smoothTime = 2f;
 
     float rotationYAxis = 0.0f;
     float rotationXAxis = 0.0f;
 
     float velocityX = 0.0f;
     float velocityY = 0.0f;
 
     float minFov = 15f;
     float maxFov = 90f;
     float sensitivity = 10f;
 
     // Use this for initialization
     void Start()
     {
         Vector3 angles = transform.eulerAngles;
         rotationYAxis = angles.y;
         rotationXAxis = angles.x;
         PlayerPrefs.SetInt("FollowPlayer", 0);
     }
 
     void LateUpdate()
     {
         if (target)
         {
 
             rotationYAxis += velocityX;
             rotationXAxis -= velocityY;
 
             rotationXAxis = ClampAngle(rotationXAxis, yMinLimit, yMaxLimit);
 
             Quaternion fromRotation = Quaternion.Euler(transform.rotation.eulerAngles.x, transform.rotation.eulerAngles.y, 0);
             Quaternion toRotation = Quaternion.Euler(rotationXAxis, rotationYAxis, 0);
             Quaternion rotation = toRotation;
 
             Vector3 negDistance = new Vector3(0.0f, 0.0f, -distance);
 
             if (Input.GetMouseButton(1))
             {
                 velocityX += xSpeed * Input.GetAxis("Mouse X") * 0.02f;
                 velocityY += ySpeed * Input.GetAxis("Mouse Y") * 0.02f;
 
                 if (PlayerPrefs.GetInt("FollowPlayer") == 0)
                 {
                     Vector3 position = rotation * negDistance + target.position;
                     transform.rotation = rotation;
                     transform.position = position;
                 }
 
                 if (PlayerPrefs.GetInt("FollowPlayer") == 1)
                 {
                     Vector3 position = rotation * negDistance + player.position;
                     transform.rotation = rotation;
                     transform.position = position;
                 }
             }
 
                 if (PlayerPrefs.GetInt("FollowPlayer") == 0)
                 {
                   Vector3 position = rotation * negDistance + target.position;
                   transform.position = position;
                   transform.rotation = rotation;
             }
 
                 if (PlayerPrefs.GetInt("FollowPlayer") == 1)
                 {
                   Vector3 position = rotation * negDistance + player.position;
                   transform.position = position;
                   transform.rotation = rotation;
                 }
 
             velocityX = Mathf.Lerp(velocityX, 0, Time.deltaTime * smoothTime);
             velocityY = Mathf.Lerp(velocityY, 0, Time.deltaTime * smoothTime);
         }
 
     }
 
     void Update()
     {
         if(Input.GetKeyDown("z"))
         {
             Camera.main.fieldOfView = Camera.main.fieldOfView + 1;
         }
         if (Input.GetKeyDown("x"))
         {
             Camera.main.fieldOfView = Camera.main.fieldOfView - 1;
         }
 
         if(Camera.main.fieldOfView < 30)
         {
                 PlayerPrefs.SetInt("FollowPlayer", 1);
         }
 
         if (Camera.main.fieldOfView > 30)
         {
             PlayerPrefs.SetInt("FollowPlayer", 0);
         }
     }
 
     public static float ClampAngle(float angle, float min, float max)
     {
         if (angle < -360F)
             angle += 360F;
         if (angle > 360F)
             angle -= 360F;
         return Mathf.Clamp(angle, min, max);
     }
 }


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

1 Reply

· Add your reply
  • Sort: 
avatar image
0

Answer by andyborrell · Dec 04, 2017 at 11:26 AM

One thing that looks suspicious to me is that on line 95 you position the camera relative to the target, but on line 99 you create a rotation to look at the player. So you're orbiting the target while looking at the player. You probably meant to use the player on line 95.

Similarly line 75 doesn't reference the player when it looks like it should.


By the way, I'm sure you know this but lines like

 Quaternion.LookRotation(target.position - transform.position);

don't do anything. LookRotation returns a Quaternion, but you're not doing anything with the return value.

Comment
Add comment · Show 1 · Share
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
avatar image TotalPixel · Dec 04, 2017 at 11:54 AM 0
Share

Hi, thanks for your reply, ive updated the code with what you mentioned, still no luck though.

To break it down, I want the camera to smooth orbit the level object and then when you zoom into a specific distance I want it to swap to orbit and follow the player object and then swap back again when you zoom out. I have the above working, its just not smooth when it swaps from looking at the level object to looking at the player object, then when I do add code to smooth that transition it doesn't orbit like it did originally, theres some kind of smoothing delay there.

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

71 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 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 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 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 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 avatar image

Related Questions

I need help writing a simple script for making an object face the mouse in 2D. 2 Answers

Unity Rotate Around and Orbit Question 0 Answers

FPS Controller rotation,FPS Controller rotation problem 0 Answers

Bullet rifling simulation 1 Answer

Temporarily turn off the relative rotation from parent in my script while keeping the relative position updated? 1 Answer


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