Wayback Machinekoobas.hobune.stream
May JUN Jul
Previous capture 13 Next capture
2021 2022 2023
1 capture
13 Jun 22 - 13 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 /
avatar image
0
Question by ess · May 02, 2012 at 09:39 AM · camerarotationjavascriptorbit

Modified mouse orbit interfering with camera rotation

Hi everyone,

Firstly, this forum has been so useful, so thank you for all your contributions. I'm no great shakes at JS and this is my first Unity project, so I'm at the mercy of your wisdom.

I have a camera orbiting an empty object which itself contains some lighting and models. I've modified the standard Unity Mouse Orbit script so that the orbit is limited to a click-drag mouse input, but I find this orbit is interfering with, well, most other scripts attached to the empty object and its children.

I have two scripts attached to one main camera: (1) A modified version of the standard Unity Mouse Orbit, so that it only works on left mouse button down; and (2) A script to rotate the camera +/- 90 degrees about the Z-axis whenever a button is clicked:


(1) Modified Mouse Orbit

     var target : Transform;
 var distance = 10.0;
 
 var xSpeed = 250.0;
 var ySpeed = 120.0;
 
 var yMinLimit = -360;
 var yMaxLimit = 360;
 
 private var x = 0.0;
 private var y = 0.0;
 
 @script AddComponentMenu("Camera-Control/Mouse Orbit")
 
 function Start () {
     var angles = transform.eulerAngles;
     x = angles.y;
     y = angles.x;
 
     // Make the rigid body not change rotation
        if (rigidbody)
         rigidbody.freezeRotation = true;
 }
 
 function LateUpdate () {
     if (target && Input.GetMouseButton(0)) {
         x += Input.GetAxis("Mouse X") * xSpeed * 0.02;
         y -= Input.GetAxis("Mouse Y") * ySpeed * 0.02;
          
          y = ClampAngle(y, yMinLimit, yMaxLimit);
                 
         var rotation = Quaternion.Euler(y, x, 0);
         var position = rotation * Vector3(0.0, 0.0, -distance) + target.position;
         
         transform.rotation = rotation;
         transform.position = position;
     }
 }
 
 function repositionCameraNoMouse() {
     if (target) {
          y = ClampAngle(y, yMinLimit, yMaxLimit);
                 
         var rotation = Quaternion.Euler(y, x, 0);
         var position = rotation * Vector3(0.0, 0.0, -distance) + target.position;
         
         transform.rotation = rotation;
         transform.position = position;
     }
 }
 
 static function ClampAngle (angle : float, min : float, max : float) {
     if (angle < -360)
         angle += 360;
     if (angle > 360)
         angle -= 360;
     return Mathf.Clamp (angle, min, max);
 }



(2) Rotate Cam

 var camRotLeft = false; // object rotates left if true
 var camRotRight = false; // object rotates right if true;
 var cam : Camera;
 
 
 
 function OnGUI(){
     camRotLeft = GUI.Button(Rect(390,530,60,20), "-90°");
     camRotRight = GUI.Button(Rect(390,560,60,20), "+90°");
 }
 
 function Update(){    
 
     if (camRotLeft) cam.transform.Rotate(0, 0, -90);
     if (camRotRight) cam.transform.Rotate(0, 0, 90);
 }



I've used Rotate Cam on simple little test objects and it's worked just fine, but as soon as I adapt it for this camera in conjunction with Modified Mouse Orbit, it falls flat. Any advice is greatly appreciated!

All the Best, S.

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

1 Reply

· Add your reply
  • Sort: 
avatar image
0
Best Answer

Answer by Seth-Bergman · May 02, 2012 at 10:04 AM

you're trying to set the rotation simultaneously from both scripts. A good solution is to combine the two:

 var lookDirection = 0;
 
 var camRotLeft = false; // object rotates left if true
 var camRotRight = false; // object rotates right if true;
 
     var target : Transform;
 var distance = 10.0;
 
 var xSpeed = 250.0;
 var ySpeed = 120.0;
 
 var yMinLimit = -360;
 var yMaxLimit = 360;
 
 private var x = 0.0;
 private var y = 0.0;
 
 @script AddComponentMenu("Camera-Control/Mouse Orbit")
 
 function Start () {
     var angles = transform.eulerAngles;
     x = angles.y;
     y = angles.x;
 
     // Make the rigid body not change rotation
     if (rigidbody)
        rigidbody.freezeRotation = true;
 }
 
 function OnGUI(){
     camRotLeft = GUI.Button(Rect(390,530,60,20), "-90°");
     camRotRight = GUI.Button(Rect(390,560,60,20), "+90°");
 }
 
 function Update () {
 
    if (camRotLeft && lookDirection >= 90) 
 lookDirection -= 90;
 else if(camRotLeft)
 lookDirection = 270;
     if (camRotRight && lookDirection <= 270)
 lookDirection += 90;
 else if(camRotRight)
 lookDirection = 90;
     if (target && Input.GetMouseButton(0)) {
         x += Input.GetAxis("Mouse X") * xSpeed * 0.02;
         y -= Input.GetAxis("Mouse Y") * ySpeed * 0.02;
 
       y = ClampAngle(y, yMinLimit, yMaxLimit);
 
         var rotation = Quaternion.Euler(y, x, lookDirection);
         var position = rotation * Vector3(0.0, 0.0, -distance) + target.position;
 
         transform.rotation = rotation;
         transform.position = position;
     }
 }
 
 function repositionCameraNoMouse() {
     if (target) {
       y = ClampAngle(y, yMinLimit, yMaxLimit);
 
         var rotation = Quaternion.Euler(y, x, 0);
         var position = rotation * Vector3(0.0, 0.0, -distance) + target.position;
 
         transform.rotation = rotation;
         transform.position = position;
     }
 }
 
 static function ClampAngle (angle : float, min : float, max : float) {
     if (angle < -360)
        angle += 360;
     if (angle > 360)
        angle -= 360;
     return Mathf.Clamp (angle, min, max);
 }


Disclaimer: This is a quick and dirty attempt to combine the two, but I think it may technically work. My logic for setting look direction could probably be drastically improved though

Comment
Add comment · Show 1 · 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 ess · May 16, 2012 at 06:13 AM 0
Share

Working so far -- thanks for the speedy reply!

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

4 People are following this question.

avatar image avatar image avatar image avatar image

Related Questions

Mouse Orbit snapping issues 0 Answers

"Perfect" Free Rotation Method? (like Blender) 2 Answers

Move an object toward an angle in 2d space 0 Answers

How to Rotate camera around object SMOOTHLY when using Input.GetKeyDown 1 Answer

Rotate an Object 1 Answer


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