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Question by Drummermonkey01 · Mar 13, 2016 at 04:31 PM · 3d

How to make Touch Control Smooth

Hello there I really could use some help with this!

I have found this bit of code and it works perfectly with what I want to do, But when I Touch move the camera, it isnt smooth.

How would I be able to make the camera smoothly move when I use touch.

This is the code:

 #pragma strict
 
 var target : Transform; var distance = 20.0; var wheelSpeed = 10.0;
 var xSpeed = 250.0; var ySpeed = 120.0;
 var yMinLimit = -20; var yMaxLimit = 80;
 var minDistance = 5.0;
 var touch : Touch; var curDist = 0.0; var lastDist = 0.0; var pinchSpeed : float ; var cameraSpeed =1.0;
 private var x = 0.0; private var y = 0.0;
 @script AddComponentMenu("Camera-Control/Mouse Orbit")
 function Start () {
  var angles= transform.eulerAngles;
  
  x = angles.y;
  y = angles.x;
  
  if (GetComponent.<Rigidbody>())
  GetComponent.<Rigidbody>().freezeRotation = true;
  
 }
 function LateUpdate () {
 if (target && GetComponent.<Camera>()) {
  if (Input.touchCount == 1 && Input.GetTouch(0).phase == TouchPhase.Moved) 
  {
      touch = Input.GetTouch(0);
      x += touch.deltaPosition.x * xSpeed * 0.02f;
      y -= touch.deltaPosition.y * ySpeed * 0.02f;
  }
  
  
  if (Input.touchCount > 1 && (Input.GetTouch(0).phase == TouchPhase.Moved || Input.GetTouch(1).phase == TouchPhase.Moved)) 
  {
      var touch1 = Input.GetTouch(0);
      var touch2 = Input.GetTouch(1);
      curDist = Vector2.Distance(touch1.position, touch2.position);
  
      if(curDist > lastDist)
      {
      distance += Vector2.Distance(touch1.deltaPosition, touch2.deltaPosition)*pinchSpeed/10;
      }
      
      else
      {
      distance -= Vector2.Distance(touch1.deltaPosition, touch2.deltaPosition)*pinchSpeed/10;
      }
      lastDist = curDist;
  }
  
  y = ClampAngle(y, yMinLimit, yMaxLimit);
  var rotation= Quaternion.Euler(y, x, 0);
  var vTemp = new Vector3(0.0f, 0.0f, -distance);
  var position= rotation * vTemp + target.position;
  transform.position = Vector3.Lerp (transform.position, position, cameraSpeed*Time.deltaTime);
  transform.rotation = rotation;      
  
 }
 }
 static function ClampAngle (angle : float, min : float, max : float) { if (angle < -360) angle += 360; if (angle > 360) angle -= 360; return Mathf.Clamp (angle, min, max); }




Thank you, any help would be great!

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Answer by fred_gds · Mar 13, 2016 at 09:00 PM

You would need to use something like Lerp() to smoothen the camera position/angle over a given timeframe.

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avatar image Drummermonkey01 · Mar 13, 2016 at 09:21 PM 0
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Thank you for the answer! I was just looking at that. I don't know how to implement it into the code though!

avatar image fred_gds Drummermonkey01 · Mar 13, 2016 at 09:37 PM 0
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Well you already use Lerp for the position:

 transform.position = Vector3.Lerp (transform.position, position, cameraSpeed*Time.deltaTime);

So if you would that to be smoother you would decrease the camera Speed.

And then you would do the same thing for transform.rotation except that here you need to use Quaternion.Lerp()

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