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 /
  • Help Room /
avatar image
0
Question by TonnyWeiss · Dec 16, 2017 at 11:57 PM · navigation

Camera Controls like Sketchfab or similar

I'm trying to find a way to control the camera in a manner like Sketchfab or similar, to do some object VR for WebGL. Mouse control around a target. As an artist I hoped this would be a no brainer, but I just can't figure it out. I found some tutorials which mere close to what I want, but none of them actually worked. Help on this matter will be appreciated. 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
2

Answer by TonnyWeiss · Dec 26, 2017 at 11:21 PM

 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 
 [AddComponentMenu("Camera-Control/3dsMax Camera Style")]
 public class maxCamera : MonoBehaviour
 {
     public Transform target;
     public Vector3 targetOffset;
     public float distance = 5.0f;
     public float maxDistance = 20;
     public float minDistance = .6f;
     public float xSpeed = 200.0f;
     public float ySpeed = 200.0f;
     public int yMinLimit = -80;
     public int yMaxLimit = 80;
     public int zoomRate = 40;
     public float panSpeed = 0.3f;
     public float zoomDampening = 5.0f;
 
     private float xDeg = 0.0f;
     private float yDeg = 0.0f;
     private float currentDistance;
     private float desiredDistance;
     private Quaternion currentRotation;
     private Quaternion desiredRotation;
     private Quaternion rotation;
     private Vector3 position;
 
     void Start() { Init(); }
     void OnEnable() { Init(); }
 
     public void Init()
     {
         //If there is no target, create a temporary target at 'distance' from the cameras current viewpoint
         if (!target)
         {
             GameObject go = new GameObject("Cam Target");
             go.transform.position = transform.position + (transform.forward * distance);
             target = go.transform;
         }
 
         distance = Vector3.Distance(transform.position, target.position);
         currentDistance = distance;
         desiredDistance = distance;
 
         //be sure to grab the current rotations as starting points.
         position = transform.position;
         rotation = transform.rotation;
         currentRotation = transform.rotation;
         desiredRotation = transform.rotation;
 
         xDeg = Vector3.Angle(Vector3.right, transform.right);
         yDeg = Vector3.Angle(Vector3.up, transform.up);
     }
 
     /*
      * Camera logic on LateUpdate to only update after all character movement logic has been handled. 
      */
     void LateUpdate()
     {
         // If Control and Alt and Middle button? ZOOM!
         if (Input.GetMouseButton(2))
         {
             desiredDistance -= Input.GetAxis("Mouse Y") * Time.deltaTime * zoomRate * 0.125f * Mathf.Abs(desiredDistance);
         }
         // If middle mouse and left alt are selected? ORBIT
         if (Input.GetMouseButton(0))
         {
             xDeg += Input.GetAxis("Mouse X") * xSpeed * 0.02f;
             yDeg -= Input.GetAxis("Mouse Y") * ySpeed * 0.02f;
 
             ////////OrbitAngle
 
             //Clamp the vertical axis for the orbit
             yDeg = ClampAngle(yDeg, yMinLimit, yMaxLimit);
             // set camera rotation 
             desiredRotation = Quaternion.Euler(yDeg, xDeg, 0);
             currentRotation = transform.rotation;
 
             rotation = Quaternion.Lerp(currentRotation, desiredRotation, Time.deltaTime * zoomDampening);
             transform.rotation = rotation;
         }
         // otherwise if middle mouse is selected, we pan by way of transforming the target in screenspace
         else if (Input.GetMouseButton(2))
         {
             //grab the rotation of the camera so we can move in a psuedo local XY space
             target.rotation = transform.rotation;
             target.Translate(Vector3.right * -Input.GetAxis("Mouse X") * panSpeed);
             target.Translate(transform.up * -Input.GetAxis("Mouse Y") * panSpeed, Space.World);
         }
 
         ////////Orbit Position
 
         // affect the desired Zoom distance if we roll the scrollwheel
         desiredDistance -= Input.GetAxis("Mouse ScrollWheel") * Time.deltaTime * zoomRate * Mathf.Abs(desiredDistance);
         //clamp the zoom min/max
         desiredDistance = Mathf.Clamp(desiredDistance, minDistance, maxDistance);
         // For smoothing of the zoom, lerp distance
         currentDistance = Mathf.Lerp(currentDistance, desiredDistance, Time.deltaTime * zoomDampening);
 
         // calculate position based on the new currentDistance 
         position = target.position - (rotation * Vector3.forward * currentDistance + targetOffset);
         transform.position = position;
     }
 
     private static float ClampAngle(float angle, float min, float max)
     {
         if (angle < -360)
             angle += 360;
         if (angle > 360)
             angle -= 360;
         return Mathf.Clamp(angle, min, max);
     }
 }
 
 
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 Dominika_bys · Jun 08, 2020 at 11:04 AM

Thank you Tonny for this script! It works exactly how I expected. Although, I would like to add a collider to the camera so it won't go through the other objects but it doesn't want to work (components: sphere collider + rigidbody). Is it possible that this script disables this function?

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

120 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

Related Questions

Navigation agent to rotate instantly 2 Answers

navmesh agent on car rotate problem 0 Answers

How To Use A First Person View 1 Answer

Navmesh agent doesn't detect baked navmesh. 0 Answers

Stopping NavMeshAgent Movement On Collision 2 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