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Question by Heindorff · Nov 03, 2019 at 11:52 AM · transform.rotatearound

Issue understanding transform.RotateAround,Questions regarding transform.RotateAround

Hello! I'm new to programming and used transform.RotateAround to create a function within my camera that enables me to rotate it around the player in the y-axis using the Mouse X Axis.

Unfortunately, despite me being able to rotate the camera using the mouse input, the y value gets reset to 0 very quickly, resulting in the camera just jittering in place. I can't locate where my script sets the transform.rotation y value to 0.

Here's my script:

 public Transform target;
 public Vector3 offset;
 public bool useOffsetValues;
 public float rotateSpeed = 45.0f;

 // Start is called before the first frame update
 void Start()
 {
     //if useOffsetValues is true, use defined values, else...
     if (!useOffsetValues)
     {
         offset = target.position - transform.position;
     }
 }

 // Update is called once per frame
 void Update()
 {
     //Move camera with player
     transform.position = target.position - offset;

     //Have Camera focus on target
     transform.LookAt(target);

     //rotate camera
     transform.RotateAround(target.position, Vector3.down, Input.GetAxis("Mouse X") * rotateSpeed * Time.deltaTime);
 }
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avatar image TreyH · Nov 03, 2019 at 12:07 PM 1
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Well, you're setting position and rotation in Update just before your RotateAround call. For the position specifically, you're snapping it to the original offset with respect to the target object's world position each frame, so any changes you make with RotateAround will be overwritten.

Since you're only rotating around the "down" vector (0,-1,0), I think you can just preserve that Y offset since your rotation will control your X and Z.

 transform.position = new Vector3(
     transform.position.x,
     (target.position - offset).y,
     transform.position.z
 );


avatar image Heindorff · Nov 03, 2019 at 02:43 PM 1
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@TreyH Thank you! It really helped me out.

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