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Question by Qhailashnikov · Dec 16, 2018 at 10:03 AM · cameramovementzoommobile devices

How to add Pinch to Zoom?

Hey guys, I'm having problem figuring out the Pinch to Zoom. I tried to find on Google and Youtube and did not find one that works.

so here is the Script, I was wondering if you guys add it for me or maybe translate the zoom with mouse wheel with two touch fingers code. Thanks. Apology for not so good english I was stressed out trying to figure this out haha

using UnityEngine;

public class CameraController : MonoBehaviour {

 public float panSpeed = 30f;
 public float panSpeedMobile;
 public float panBorderThickness = 10f;

 public float scrollSpeed = 5f;
 public float minY = 10f;
 public float maxY = 80f;

 public float zoomRate = 10.0f;
 
 public float zoomDampening = 5.0f;

 private float desiredDistance;

 



 // Update is called once per frame
 void Update () {

     if(GameManager.GameIsOver)
     {
         this.enabled = false;
         return;
     }

     

     if (Input.GetKey("w") || Input.mousePosition.y >= Screen.height - panBorderThickness)
     {
         transform.Translate(Vector3.forward * panSpeed * Time.deltaTime, Space.World);
     }

     if (Input.GetKey("s") || Input.mousePosition.y <= panBorderThickness)
     {
         transform.Translate(Vector3.back * panSpeed * Time.deltaTime, Space.World);
     }

     if (Input.GetKey("d") || Input.mousePosition.x >= Screen.width - panBorderThickness)
     {
         transform.Translate(Vector3.right * panSpeed * Time.deltaTime, Space.World);
     }

     if (Input.GetKey("a") || Input.mousePosition.x <= panBorderThickness)
     {
         transform.Translate(Vector3.left * panSpeed * Time.deltaTime, Space.World);
     }

     if (Input.touchCount > 0 && Input.GetTouch(0).phase == TouchPhase.Moved)
     {
         Vector2 touchDeltaPosition = Input.GetTouch(0).deltaPosition;
         transform.Translate(-touchDeltaPosition.x * panSpeedMobile * Time.deltaTime, -touchDeltaPosition.y * panSpeedMobile * Time.deltaTime, 0);
     }



     float scroll = Input.GetAxis("Mouse ScrollWheel");

     Vector3 pos = transform.position;

     pos.y -= scroll * 1000 * scrollSpeed * Time.deltaTime;
     pos.y = Mathf.Clamp(pos.y, minY, maxY);

     transform.position = pos;
 } 

}

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