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Question by Amberlewis012 · Dec 08, 2020 at 01:27 PM · camerainputcamera-movementcamera-look

How to convert a camera controller code to the "new" input system?

Hello, I'm experimenting with the "new" input system in Unity and I'm trying to make a camera controller using it but I don't know how it quite works. Is there a way to convert the following camera controller code (By the way, copied basically straight from this video ) to the new system? Also, sorry if this has already been answered but I can't find anything that works like this for some reason. Many thanks!

 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 
 public class CameraControl : MonoBehaviour
 {
 
     public float movementSpeed;
     public float movementTime;
     public Vector3 newPosition;
     public float normalSpeed;
     public float fastSpeed;
     public Quaternion newRotation;
     public float rotationAmount;
     public Transform cameraTransform;
     public Vector3 zoomAmount;
     public Vector3 newZoom;
     // Start is called before the first frame update
     void Start()
     {
         newPosition = transform.position;
         newRotation = transform.rotation;
         newZoom = cameraTransform.localPosition;
     }
 
     // Update is called once per frame
     void Update()
     {
         HandleMovementInput();
     }
     void HandleMovementInput()
     {
         if (Input.GetKey(KeyCode.LeftShift))
         {
             movementSpeed = fastSpeed;
         }
         else
         {
             movementSpeed = normalSpeed;
         }
         if (Input.GetKey(KeyCode.W) || Input.GetKey(KeyCode.UpArrow))
         {
             newPosition += (transform.forward * movementSpeed);
         }
         if (Input.GetKey(KeyCode.S) || Input.GetKey(KeyCode.DownArrow))
         {
             newPosition += (transform.forward * -movementSpeed);
         }
         if (Input.GetKey(KeyCode.D) || Input.GetKey(KeyCode.RightArrow))
         {
             newPosition += (transform.right * movementSpeed);
         }
         if (Input.GetKey(KeyCode.A) || Input.GetKey(KeyCode.LeftArrow))
         {
             newPosition += (transform.right * -movementSpeed);
         }
         if (Input.GetKey(KeyCode.Q))
         {
             newRotation *= Quaternion.Euler(Vector3.up * rotationAmount);
         }
         if (Input.GetKey(KeyCode.E))
         {
             newRotation *= Quaternion.Euler(Vector3.up * -rotationAmount);
         }
         if (Input.GetKey(KeyCode.R))
         {
             newZoom += zoomAmount;
         }
         if (Input.GetKey(KeyCode.F))
         {
             newZoom -= zoomAmount;
         }
         transform.position = Vector3.Lerp(transform.position, newPosition, Time.deltaTime * movementTime);
         transform.rotation = Quaternion.Lerp(transform.rotation, newRotation, Time.deltaTime * movementTime);
         cameraTransform.transform.localPosition = Vector3.Lerp(cameraTransform.localPosition, newZoom, Time.deltaTime * movementTime);
     }
 }


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