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Question by Silasi · Dec 27, 2019 at 01:20 AM · androidunity 5touchraycastingzoom

Pinch to zoom camera: trembling when at minimum zoom

The script works perfectly, exactly as it should, except when zooming too much and the SphereCast collides with the mesh. When it hits a mesh, I want the camera to just stop, and not try to go through the mesh.

alt text

         if(Input.touchCount == 2){
             Touch first = Input.GetTouch(0);
             Touch second = Input.GetTouch(1);
 
             origin = mainCamera.transform.position;
             direction = mainCamera.transform.forward;
             RaycastHit hit;
             if(Physics.SphereCast(origin, sphereRadius, direction, out hit, maxDistance)){
                 inCollision = true;
             }
             else{
                 inCollision = false;
             }
 
             if(first.phase == TouchPhase.Began || second.phase == TouchPhase.Began){
                 initialDistance = Vector3.Distance(first.position, second.position);
             }
             if(first.phase == TouchPhase.Moved || second.phase == TouchPhase.Moved){
                 movedDistance = Vector3.Distance(first.position, second.position) - initialDistance;
                 if(inCollision){
                     movedDistance = -Mathf.Abs(movedDistance);
                 }
                 mainCamera.transform.localPosition = new Vector3(0, 0, mainCamera.transform.localPosition.z + movedDistance * zoomSensitivity * Time.deltaTime);
                 initialDistance = Vector3.Distance(first.position, second.position);
             }
         }

I tried to: Set movedDistance to 0 when SphereCast hits the mesh. Clamp mainCamera.transform.localPosition.z to mainCamera.transform.localPosition.z, but only when SphereCast hits the mesh, so the z doesn't zoom more than it's current value.

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