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Question by Frede1012 · Jul 05, 2012 at 06:00 PM · c#camerascreenmove

Camera move when reach edge of screen

Hello there.

I am trying to make the camera move when it reaches the edge of the screen.

I have this:

 using UnityEngine;
 using System.Collections;

 public class CamMouse : MonoBehaviour
 {
 public void Update()
 {
     transform.position = new Vector3(
           Input.mousePosition.x,
           0,
           Input.mousePosition.y);

 }

 }

So how do i make it only move when it reaches the edge of the screen. And not just follow the mouse. So if the mouse reaches the edge to the right the camera will go right.

Also i have a problem with that when i start playing the game, the y position of the camera sets to 0??

  • Frederik

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Answer by AlucardJay · Jul 05, 2012 at 06:50 PM

Check my answer to the same question here :

http://answers.unity3d.com/questions/266454/top-down-2d-gamehow-to-make-the-camera-move-on-hit.html

and here :

http://answers.unity3d.com/questions/275436/move-the-camera-then-the-cursor-is-at-the-screen-e.html

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avatar image Frede1012 · Jul 05, 2012 at 06:57 PM 0
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Thank you very much!

avatar image AlucardJay · Jul 05, 2012 at 06:59 PM 0
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no worries =]

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Answer by Jake Haas · Jul 05, 2012 at 08:39 PM

This is what I use in my RTS game:

var edgeDist : float = 50.0; //pixels var moveSpeed : float = 10.0; var rotateSpeed : float = 20.0; var height : float = 25.0; var heightChangeSpeed : float = .1;

function Update () { var hit : RaycastHit; if (Physics.Raycast(transform.position, transform.forward, hit, Mathf.Infinity, Layers.CreateInclusiveMask([Layers.scape]))) { transform.position = Vector3.Lerp(transform.position, hit.point - transform.forward*height*(Input.GetKey("z") ? 4.0 : 1.0), 0.1); } transform.RotateAround(hit.point, Vector3.up, Input.GetAxis("Camera Rotate")*rotateSpeed*Time.deltaTime);

 height = height * (-Input.GetAxis("Mouse ScrollWheel")*heightChangeSpeed + 1);
 
 var move : Vector3 = Vector3(Input.GetAxis("Horizontal"),Input.GetAxis("Vertical"),0);
 if (Input.mousePosition.x < edgeDist) move.x=-1;
 if (Input.mousePosition.x > Screen.width- edgeDist) move.x=1;
 if (Input.mousePosition.y < edgeDist) move.y=-1;
 if (Input.mousePosition.y > Screen.height- edgeDist) move.y=1;
 move *= moveSpeed * height;
 
 move = transform.rotation * move;
 move.y=0;
 transform.position += move * Time.deltaTime;
 

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Answer by _EdzUp_ · Jul 05, 2012 at 06:27 PM

why not check the mouse x position and do something like:


if ( Input.mouseposition.x <20 ) {
   //rotate camera left here
}
if ( Input.mouseposition.x >Screen.width -20 ) {
   //rotate camera right here
}

the 20 is the number of pixels that will be at the sides and the whole section of code should be in the function Update()... function call :)

You can move the camera where you want in the Inspector or in code if you have a variable:


var Cam:Camera;

then attach your camera in the inspector to the variable Cam then in code you can change anything about it with commands like:


Cam.transform.position = Vector3( -50, 50, 20 ); //this will move it to X:-50, Y:50 Z:20

:D

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avatar image Frede1012 · Jul 05, 2012 at 06:32 PM 0
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Im not trying to rotate. Just move the camera when it reaches the edge of the screen.

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