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Question by jmgek · Jun 27, 2014 at 05:41 PM · mouserayorbit

Trouble with moving the camera.

Hey guys, I have a script I have been working on for the last 3 days. It catches a ray hit of a object and orbits around it. I am trying to figure out how to get a ease in and ease out and a slower transform from one object to the next, it's instantaneous right now when I click the right mouse button. and also when the left mouse is down it is also instant.

 using UnityEngine;
 using System.Collections;
 
 public class MouseOrbit : MonoBehaviour {
 
     public KeyCode UserOrbitButton;
     public Transform target;
     public float distance = 15.0f;
     
     public float xSpeed = 250.0f;
     public float ySpeed = 120.0f;
     
     public float yMinLimit = -90;
     public float yMaxLimit = 90;
     
     private float x = 0.0f;
     private float y = 0.0f;
     
     public Ray ray;
 
     Vector3 destination;
 
     void Start()
     {
         var angles = transform.eulerAngles;
         x = angles.y;
         y = angles.x;
         
         // Make the rigid body not change rotation
         if (rigidbody)
             rigidbody.freezeRotation = true;
     }
     
     void Update()
     {
         if (Input.GetMouseButton (0)) 
             {
              distance = -10;
         } 
              else 
             {
                  distance = 15f;
         }
 
             x += Input.GetAxis("Mouse X") * xSpeed * Time.deltaTime;
             y -= Input.GetAxis("Mouse Y") * ySpeed * Time.deltaTime;
             
             y = ClampAngle(y, yMinLimit, yMaxLimit);
             
             transform.rotation = Quaternion.Euler(y, x, 0);
             transform.position = (Quaternion.Euler(y, x, 0)) * new Vector3(0.0f, 0.0f, -distance) + target.position;
         
 
         if (target && Input.GetMouseButton(1))
         {
             
             ray = Camera.main.ScreenPointToRay(Input.mousePosition);
             RaycastHit hit;
             if (Physics.Raycast(ray, out hit, 2000))
             {
                 target = hit.transform;
                 destination = hit.point;
                 rigidbody.MovePosition(destination );
                 Debug.Log(hit.collider.name);
             }
         }
         
     }
     
     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);
     }
 }

Any help would be appreciated! Thank you for your time!

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Answer by IvovdMarel · Jun 27, 2014 at 06:50 PM

You can create easing by creating a speed variable and a speedReduction (friction) and speedIncrease (force) variable for the camera.

In order to rotate smooth;y to a next object you can use the Lerp-method

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avatar image jmgek · Jun 27, 2014 at 07:29 PM 0
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I really appreciate your answer, but I think I stated that I was looking for help with that...

avatar image jmgek · Jun 27, 2014 at 07:35 PM 0
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Just doing lerping now, I have no idea how to use friction. :P

avatar image jmgek · Jun 27, 2014 at 07:42 PM 0
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Okay so I have this.

     Vector3 currentPos;
 
     void awake()
     {
         currentPos = transform.position;    
     }
 void JumpToCell()
     {
             target = hit.transform;
             destination = hit.point;
             transform.position = Vector3.Lerp(currentPos, destination, Time.deltaTime);
             //rigidbody.$$anonymous$$ovePosition(destination );
             Debug.Log(hit.collider.name);
     }


Still not lerping :/

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Answer by jmgek · Jun 27, 2014 at 08:08 PM

Okay so I figured it out kinda... SO I have my destination up top above the jump to cell.

transform.position = (Quaternion.Euler(y, x, 0)) * new Vector3(0.0f, 0.0f, -distance) + target.position;

How can I lerp that?! Thanks for any help.

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