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Question by Gabriel 4 · Apr 13, 2011 at 08:45 PM · camerarotatepivot

Rotate camera around player (Paranted)

I have a player object and a camera object. The camera object is positioned behind the player. My control script is attached to the player.

In the start function i set the cameras initial position right behind the player

void Start() {
    // ...
    CameraTransform = MainCamera.GetComponent<Transform>();
    // ...
    CameraTransform.position = CachedTransform.position + CachedTransform.forward * -1.0f * FollowDistance;
}

Next in my update if left or right movement is being made i have the player rotate around the camera (XOrbitSensitivity is 50):

void Update() {
    //...
    if (Input.GetKey(KeyCode.A) || Input.GetKey(KeyCode.LeftArrow)) {
        CachedTransform.RotateAround(CameraTransform.position, CachedTransform.up, -1.0f * XOrbitSensitivity * Time.deltaTime);
     } else if (Input.GetKey(KeyCode.D) || Input.GetKey(KeyCode.RightArrow)) {
         CachedTransform.RotateAround(CameraTransform.position, CachedTransform.up, XOrbitSensitivity * Time.deltaTime);
        }
    //...
}

Works great!

then if the up or down arrows are pressed i make the player run away from or towards the camera (In the same update function):

void Update() { // ... if (Input.GetKey(KeyCode.W) || Input.GetKey(KeyCode.UpArrow)) { Vector3 P = CachedTransform.position - CameraTransform.position; Vector3 Q = CachedTransform.up; Vector3 Projection = Vector3.Dot(P, Q.normalized) * Q.normalized; Vector3 Perpendicular = P - Projection; CachedTransform.forward = Perpendicular.normalized;

     CharController.Move(CachedTransform.forward * RunSpeed);
 } else if (Input.GetKey(KeyCode.S) || Input.GetKey(KeyCode.DownArrow)) {
     Vector3 P = CachedTransform.position - CameraTransform.position;
     Vector3 Q = CachedTransform.up;
     Vector3 Projection = (Vector3.Dot(P, Q) / Q.magnitude) * Q.normalized;
     Vector3 Perpendicular = P - Projection;
     CachedTransform.forward = Perpendicular.normalized;

     CharController.Move(CachedTransform.forward * -1.0f * RunSpeed);
 }
 // ...

}

Again, this works great!

Now in my Late update (Still the same script) i position the camera 5 units behind the player, and rotate around the player

void LateUpdate() { Vector3 VectorToCamera = CameraTransform.position - CachedTransform.position; CameraTransform.position = CachedTransform.position + VectorToCamera.normalized * FollowDistance;

 CameraTransform.RotateAround(CachedTransform.position, CachedTransform.up, Input.GetAxis("Mouse X") * Time.deltaTime * XOrbitSensitivity);
 CameraTransform.LookAt(CachedTransform);

}

And it looks like everything works fine.

The issue is if i move the mouse to pivot the camera around the player, then run forward or back my character does not run a straight line, he takes a turn that seems to be scaled by how far i'm turned... I can orbit the player, run an orbit around the camera but after i move the mouse i can't run straight... Moving the mouse back does seem to straighten the craracter out a bit...

Can anyone help? I think the issue is with my vector projection.

Thanks

~Gabe

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