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The problem with the touch-control orbit view in the scene
Greetings, I had a small problem with the code. I'm currently making it possible to rotate around an object in the scene. As a basis, I took the code with Unity Wiki (this) I decided to modify it for touch control (the game is mobile), but I encountered such a problem:
When the player starts to swipe his finger across the screen, the camera moves - all as planned. But, if during the swipe the player RUNS the finger, the camera stops moving. If he then APPLY his finger, the camera will continue to move in the direction in which was the direction of the previous "interrupted swipe"
I made a video that shows the essence of the problem. video on youtube
I think the problem is somewhere in this area of code:
That's all the code (I did some changes from the original, in addition, I added a function to return the delta)
using UnityEngine;
using UnityEngine.UI;
[AddComponentMenu("Camera-Control/3dsMax Camera Style")]
public class TouchLook : MonoBehaviour
{
#region variables
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;
[SerializeField] private Text touched;
[SerializeField] private Text swiped;
void Start() { Init(); }
void OnEnable() { Init(); }
#endregion
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 (Input.touches.Length > 0)
{
//zoom
if (Input.touchCount == 2)
{
desiredDistance -= Input.GetAxis("Mouse Y") * Time.deltaTime * zoomRate * 0.125f * Mathf.Abs(desiredDistance); //todo make two-fingers zoom logic
}
//orbit
else if (Input.touchCount == 1)
{
Vector2 delta = Delta();
xDeg += Delta().x * xSpeed * 0.02f;
yDeg -= Delta().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;
}
#region debug
if (Input.touches[0].phase == TouchPhase.Began)
touched.text = "Touched? <color=green>Yes, touched!</color>";
else
touched.text = "Touched? <color=red>No</color>";
if (Input.touches[0].phase == TouchPhase.Moved)
swiped.text = "Swiped? <color=green>Yes</color>";
else
swiped.text = "Swiped? <color=red>No</color>";
#endregion
}
#region 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;
#endregion
}
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);
}
private static Vector2 Delta()
{
Vector2 delta;
delta = Input.touches[0].deltaPosition;
return delta;
}
}