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 miguelbuccat · Jul 09, 2018 at 02:17 AM · c#cameracamera movement

ROBLOX Like Camera Script

I have been looking over the internet for a script. But most of them did not work. Some worked but they didn't work the way i wanted to. I need a camera script where you can orbit, zoom and switch beetween first and third person by zooming. Can anyone link a tutorial or help me out? Thanks!

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

2 Replies

· Add your reply
  • Sort: 
avatar image
0

Answer by zixygamer · Jul 09, 2018 at 10:47 AM

Insert this to your Player GameObject. And insert your camera to TheCamera Field. using System.Collections; using System.Collections.Generic; using UnityEngine;

 public class PlayerCamera : MonoBehaviour {
     //define some constants
     private const float LOW_LIMIT = 0.0f;
     private const float HIGH_LIMIT = 85.0f;
 
     //these will be available in the editor
     public GameObject theCamera;
     public float followDistance = 5.0f;
     public float mouseSensitivityX = 4.0f;
     public float mouseSensitivityY = 2.0f;
     public float heightOffset = 0.5f;
 
 
     // Use this for initialization
     void Start () {
         //place the camera and set the forward vector to match player
         theCamera.transform.forward = gameObject.transform.forward;
         //hide the cursor and lock the cursor to center
         Cursor.visible = true;
         Cursor.lockState = CursorLockMode.None;
     }
 
     // Update is called once per frame
     void Update () {
 
         if(Input.GetMouseButton(1))
         {
             //if we are not paused, get the mouse movement and adjust the camera
             //position and rotation to reflect this movement around player
             Vector2 cameraMovement = new Vector2(Input.GetAxis("Mouse X"),Input.GetAxis("Mouse Y"));
 
             //first we place the camera at the position of the player + height offset
             theCamera.transform.position = gameObject.transform.position + new Vector3(0,heightOffset,0);
 
             //next we adjust the rotation based on the captured mouse movement
             //we clamp the pitch (X angle) of the camera to avoid flipping
             //we also adjust the values to account for mouse sensitivity settings
             theCamera.transform.eulerAngles = new Vector3(
                 Mathf.Clamp(theCamera.transform.eulerAngles.x + cameraMovement.y * mouseSensitivityY, LOW_LIMIT, HIGH_LIMIT),
                 theCamera.transform.eulerAngles.y + cameraMovement.x * mouseSensitivityX, 0);
 
             //then we move out to the desired follow distance
             theCamera.transform.position -= theCamera.transform.forward * followDistance;
         }
     }
 }

,Insert this script into your player. And insert your Camera into TheCamera Field

using System.Collections; using System.Collections.Generic; using UnityEngine;

public class PlayerCamera : MonoBehaviour { //define some constants private const float LOW_LIMIT = 0.0f; private const float HIGH_LIMIT = 85.0f;

 //these will be available in the editor
 public GameObject theCamera;
 public float followDistance = 5.0f;
 public float mouseSensitivityX = 4.0f;
 public float mouseSensitivityY = 2.0f;
 public float heightOffset = 0.5f;


 // Use this for initialization
 void Start () {
     //place the camera and set the forward vector to match player
     theCamera.transform.forward = gameObject.transform.forward;
     //hide the cursor and lock the cursor to center
     Cursor.visible = true;
     Cursor.lockState = CursorLockMode.None;
 }

 // Update is called once per frame
 void Update () {

     if(Input.GetMouseButton(1))
     {
         //if we are not paused, get the mouse movement and adjust the camera
         //position and rotation to reflect this movement around player
         Vector2 cameraMovement = new Vector2(Input.GetAxis("Mouse X"),Input.GetAxis("Mouse Y"));

         //first we place the camera at the position of the player + height offset
         theCamera.transform.position = gameObject.transform.position + new Vector3(0,heightOffset,0);

         //next we adjust the rotation based on the captured mouse movement
         //we clamp the pitch (X angle) of the camera to avoid flipping
         //we also adjust the values to account for mouse sensitivity settings
         theCamera.transform.eulerAngles = new Vector3(
             Mathf.Clamp(theCamera.transform.eulerAngles.x + cameraMovement.y * mouseSensitivityY, LOW_LIMIT, HIGH_LIMIT),
             theCamera.transform.eulerAngles.y + cameraMovement.x * mouseSensitivityX, 0);

         //then we move out to the desired follow distance
         theCamera.transform.position -= theCamera.transform.forward * followDistance;
     }
 }

}

Comment
Add comment · 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
0

Answer by zixygamer · Jul 09, 2018 at 07:08 AM

Insert this to you gameobject or player. using System.Collections; using System.Collections.Generic; using UnityEngine;

 public class PlayerCamera : MonoBehaviour {
     //define some constants
     private const float LOW_LIMIT = 0.0f;
     private const float HIGH_LIMIT = 85.0f;
 
     //these will be available in the editor
     public GameObject theCamera;
     public float followDistance = 5.0f;
     public float mouseSensitivityX = 4.0f;
     public float mouseSensitivityY = 2.0f;
     public float heightOffset = 0.5f;
 
 
     // Use this for initialization
     void Start () {
         //place the camera and set the forward vector to match player
         theCamera.transform.forward = gameObject.transform.forward;
         //hide the cursor and lock the cursor to center
         Cursor.visible = true;
         Cursor.lockState = CursorLockMode.None;
     }
 
     // Update is called once per frame
     void Update () {
 
         if(Input.GetMouseButton(1))
         {
             //if we are not paused, get the mouse movement and adjust the camera
             //position and rotation to reflect this movement around player
             Vector2 cameraMovement = new Vector2(Input.GetAxis("Mouse X"),Input.GetAxis("Mouse Y"));
 
             //first we place the camera at the position of the player + height offset
             theCamera.transform.position = gameObject.transform.position + new Vector3(0,heightOffset,0);
 
             //next we adjust the rotation based on the captured mouse movement
             //we clamp the pitch (X angle) of the camera to avoid flipping
             //we also adjust the values to account for mouse sensitivity settings
             theCamera.transform.eulerAngles = new Vector3(
                 Mathf.Clamp(theCamera.transform.eulerAngles.x + cameraMovement.y * mouseSensitivityY, LOW_LIMIT, HIGH_LIMIT),
                 theCamera.transform.eulerAngles.y + cameraMovement.x * mouseSensitivityX, 0);
 
             //then we move out to the desired follow distance
             theCamera.transform.position -= theCamera.transform.forward * followDistance;
         }
     }
 }
Comment
Add comment · 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

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

538 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 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 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 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 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 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 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 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

Distribute terrain in zones 3 Answers

How to make camera zooming with a range? [C#] 0 Answers

How to rotate camera diagonally over players shoulder while still facing towards players direction 0 Answers

Trying to recreate the doodlejump camera c# 1 Answer

How to rotate camera diagonally over players shoulder while still facing towards players direction 0 Answers


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