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Question by thesaintfx · May 15, 2018 at 09:10 AM · c#unity 5rotate

Rotate my Object with Mouse and Touch

I have a Problem that I just discovered a few days ago and the Problem is that I cant rotate my Object on a Surface with Touch because I only can Rotate it via Mouse and my question is what do I have to add to my Simple Mouse Roatator Script?

Im a beginner with C# and Unity so hopefully somebody could help me here.

Here is the Code:

 using System;
 using UnityEngine;
 using UnityStandardAssets.CrossPlatformInput;
 
 namespace UnityStandardAssets.Utility
 {
     public class SimpleMouseRotator_E : MonoBehaviour
     {
         // A mouselook behaviour with constraints which operate relative to
         // this gameobject's initial rotation.
         // Only rotates around local X and Y.
         // Works in local coordinates, so if this object is parented
         // to another moving gameobject, its local constraints will
         // operate correctly
         // (Think: looking out the side window of a car, or a gun turret
         // on a moving spaceship with a limited angular range)
         // to have no constraints on an axis, set the rotationRange to 360 or greater.
         public Vector2 rotationRange = new Vector3(70, 70);
         public float rotationSpeed = 10;
         public float dampingTime = 0.2f;
         public bool autoZeroVerticalOnMobile = true;
         public bool autoZeroHorizontalOnMobile = false;
         public bool relative = true;
         public GameObject reflectionprobe;
 
         public Vector2 startPos;
         public Vector2 direction;
         public bool directionChosen;
 
         private Vector3 m_TargetAngles;
         private Vector3 m_FollowAngles;
         private Vector3 m_FollowVelocity;
         private Quaternion m_OriginalRotation;
 
         private bool whileDragging;
 
         private void Start()
         {
             whileDragging = false;
             m_OriginalRotation = transform.localRotation;
         }
 
 
         private void Update()
         {
             // Track a single touch as a direction control.
             if (Input.touchCount > 0)
             {
                 Touch touch = Input.GetTouch(0);
 
                 // Handle finger movements based on touch phase.
                 switch (touch.phase)
                 {
                     // Record initial touch position.
                     case TouchPhase.Began:
                         startPos = touch.position;
                         directionChosen = false;
                         break;
 
                     // Determine direction by comparing the current touch position with the initial one.
                     case TouchPhase.Moved:
                         direction = touch.position - startPos;
                         break;
 
                     // Report that a direction has been chosen when the finger is lifted.
                     case TouchPhase.Ended:
                         directionChosen = true;
                         break;
                 }
             }
             if (directionChosen)
             {
                 // Something that uses the chosen direction...
             }
 
             if (whileDragging)
             {
                 // we make initial calculations from the original local rotation
                 transform.localRotation = m_OriginalRotation;
 
                 // read input from mouse or mobile controls
                 float inputH;
                 float inputV;
                 if (relative)
                 {
                     inputH = CrossPlatformInputManager.GetAxis("Mouse X");
                     inputV = CrossPlatformInputManager.GetAxis("Mouse Y");
 
                     // wrap values to avoid springing quickly the wrong way from positive to negative
                     if (m_TargetAngles.y > 180)
                     {
                         m_TargetAngles.y -= 360;
                         m_FollowAngles.y -= 360;
                     }
                     if (m_TargetAngles.x > 180)
                     {
                         m_TargetAngles.x -= 360;
                         m_FollowAngles.x -= 360;
                     }
                     if (m_TargetAngles.y < -180)
                     {
                         m_TargetAngles.y += 360;
                         m_FollowAngles.y += 360;
                     }
                     if (m_TargetAngles.x < -180)
                     {
                         m_TargetAngles.x += 360;
                         m_FollowAngles.x += 360;
                     }
 
 #if MOBILE_INPUT
             // on mobile, sometimes we want input mapped directly to tilt value,
             // so it springs back automatically when the look input is released.
             if (autoZeroHorizontalOnMobile) {
                 m_TargetAngles.y = Mathf.Lerp (-rotationRange.y * 0.5f, rotationRange.y * 0.5f, inputH * .5f + .5f);
             } else {
                 m_TargetAngles.y += inputH * rotationSpeed;
             }
             if (autoZeroVerticalOnMobile) {
                 m_TargetAngles.x = Mathf.Lerp (-rotationRange.x * 0.5f, rotationRange.x * 0.5f, inputV * .5f + .5f);
             } else {
                 m_TargetAngles.x += inputV * rotationSpeed;
             }
 #else
                     // with mouse input, we have direct control with no springback required.
                     m_TargetAngles.y += inputH * rotationSpeed;
                     m_TargetAngles.x += inputV * rotationSpeed;
 #endif
 
                     // clamp values to allowed range
                     m_TargetAngles.y = Mathf.Clamp(m_TargetAngles.y, -rotationRange.y * 0.5f, rotationRange.y * 0.5f);
                     m_TargetAngles.x = Mathf.Clamp(m_TargetAngles.x, -rotationRange.x * 1f, rotationRange.x * 0.2f);
 
                 }
                 else
                 {
                     inputH = -Input.mousePosition.x;
                     inputV = -Input.mousePosition.y;
 
                     // set values to allowed range
                     m_TargetAngles.y = Mathf.Lerp(-rotationRange.y * 0.5f, rotationRange.y * 0.5f, inputH / Screen.width);
                     m_TargetAngles.x = Mathf.Lerp(-rotationRange.x * 1f, rotationRange.x * 1f, inputV / Screen.height);
                 }
 
                 // smoothly interpolate current values to target angles
                 m_FollowAngles = Vector3.SmoothDamp(m_FollowAngles, m_TargetAngles, ref m_FollowVelocity, dampingTime);
 
                 // update the actual gameobject's rotation
                 transform.localRotation = m_OriginalRotation * Quaternion.Euler(-m_FollowAngles.x, m_FollowAngles.y, 0);
 
             }
         }
 
         public void BeginDrag()
         {
             whileDragging = true;
         }
 
         public void EndDrag()
         {
             whileDragging = false;
         }
     }
 }

Maybe somebody could help me here it would be pretty awesome!

Grettings from Germany

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