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Question by OreoSplitter · Feb 25, 2018 at 03:15 PM · c#inspectorslidercamera movement

Move camera with inspector slider and include it's current location?

While playing I am moving the camera (z) with a slider in the inspector. I want the slider to take into account the current camera z position but when I do that, the slider no longer moves the camera. Here is the code that does move the camera but the camera z position is set to 0.

 using UnityEngine;
 using System.Collections;
 
 public class Main_FadeWithCameraDistance : MonoBehaviour
 {
    
     [Range(-100, 100)]
     public float cameraZSlider;
     public Vector3 cameraPos;
     
     void Update()
     {
         CameraLocation(); 
     }
 
     void CameraLocation()
     {
         cameraPos.x = Camera.main.transform.position.x;
         cameraPos.y = Camera.main.transform.position.y;

         cameraPos.z = cameraZSlider;
         Camera.main.transform.position = cameraPos;       
     }
 }

If my camera is at -20 z, I want the slider to be at -20 and the camera at -20 when hit play and for the slider to still work. cameraZSlider = Camera.main.transform.position.z doesn't work since I can no longer use the slider.

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Answer by browne11 · Feb 27, 2018 at 07:49 PM

@OreoSplitter You need to set your slider z to what the camera has? Then use the below script. This is what the start and awake function are used for.

 using UnityEngine;
 using System.Collections;
 
 public class Main_FadeWithCameraDistance : MonoBehaviour
 {
 
     [Range(-100, 100)]
     public float cameraZSlider;
     public Vector3 cameraPos;
     void Start(){
         cameraZSlider = Camera.main.transform.position.z;
     }
     void Update()
     {
         CameraLocation(); 
     }
 
     void CameraLocation()
     {
         cameraPos.x = Camera.main.transform.position.x;
         cameraPos.y = Camera.main.transform.position.y;
         cameraPos.z = cameraZSlider;
         Camera.main.transform.position = cameraPos;       
     }
 }

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avatar image OreoSplitter · Feb 28, 2018 at 12:04 AM 0
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Yeah I got it working yesterday right after waking up and thought "I've been working on this for 2 days and thats all I had to do?" Oh well, lesson learned.

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Answer by WbrJr · Feb 25, 2018 at 05:55 PM

Hello there,

I would recommend to write everything in "FixedUpdate" function. It is updating constantly and there will be no lags.

And calling the "CameraLokation"-function every frame in the update methode is quiet unefficient, put it directly in the Update or FixedUpdate function.


Now to your question:

You want to control the Z-position of your camera with a slider in your inspector, right?

And the script is sitting on the camera you want to move?

if so, here is the script I would use:


     [Range(-100, 100)]
     public float camPosZ;
 
     void FixedUpdate()
     {
         Vector3 camPos = transform.position;
         camPos.z = camPosZ;
 
         Camera.main.transform.position = camPos;
     }


Why do you want the Vector 3 to be public? if you want to move the camera via another script, just use "Main.Camer.transform.position".


And you cant move the camera in Playmode in unity, if you dont use the slider you made.


I hope I could help, and it works..

Have a nice Day and good luck,

WbrJr

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avatar image OreoSplitter · Feb 25, 2018 at 08:58 PM 0
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That script isn't any better then the one I posted. If my camera is at -20 z, it becomes 0 when I press play. I asked "If my camera is at -20 z, I want the slider to be at -20 and the camera at -20 when hit play and for the slider to still work. "

Thanks for the try but this script doesn't fix my problem. The whole issu is getting the slider to see the current camera position AND still function.

avatar image WbrJr OreoSplitter · Mar 01, 2018 at 06:44 PM 0
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ah, ok.. i missunderstood you there :)

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