Wayback Machinekoobas.hobune.stream
May JUN Jul
Previous capture 13 Next capture
2021 2022 2023
1 capture
13 Jun 22 - 13 Jun 22
sparklines
Close Help
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
  • Asset Store
  • Get Unity

UNITY ACCOUNT

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account
  • Blog
  • Forums
  • Answers
  • Evangelists
  • User Groups
  • Beta Program
  • Advisory Panel

Navigation

  • Home
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
    • Blog
    • Forums
    • Answers
    • Evangelists
    • User Groups
    • Beta Program
    • Advisory Panel

Unity account

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account

Language

  • Chinese
  • Spanish
  • Japanese
  • Korean
  • Portuguese
  • Ask a question
  • Spaces
    • Default
    • Help Room
    • META
    • Moderators
    • Topics
    • Questions
    • Users
    • Badges
  • Home /
avatar image
0
Question by superlol 1 · Mar 19, 2011 at 10:17 PM · cameramouseorbit

Camera orbit with mouse orbit - limits

Hi folks!

I'm trying to make a camera rotation system to rotate around a sphere with the mouse, and I started with the mouse orbit script found in the stardard assets.

The limitation of this script is than when I'm on the top of the sphere and move left and right, the camera doesn't shift but spin around itself.

I need a system that maintain the same behaviour on every position.

Any ideas?

Tnx a lot :)

Comment
Add comment · Show 1
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users
avatar image superlol 1 · Mar 19, 2011 at 10:18 PM 0
Share

Update: Here is an example of what I wanna do http://www.youtube.com/watch?v=OouBzirUZww&feature=related

1 Reply

· Add your reply
  • Sort: 
avatar image
0

Answer by deadshot · Oct 22, 2014 at 06:22 AM

 using UnityEngine;
  using UnityEngine;
  using System.Collections;
  
  //[AddComponentMenu("Camera-Control/Mouse drag Orbit with zoom")]
  public class rotateonmouse : MonoBehaviour
  {
      public Transform target;
      public float distance = 5.0f;
      public float xSpeed = 120.0f;
      public float ySpeed = 120.0f;
  
      public float yMinLimit = -20f;
      public float yMaxLimit = 80f;
  
      public float distanceMin = .5f;
      public float distanceMax = 15f;
  
      public float smoothTime = 2f;
  
      float rotationYAxis = 0.0f;
      float rotationXAxis = 0.0f;
  
      float velocityX = 0.0f;
      float velocityY = 0.0f;
  
      // Use this for initialization
      void Start()
      {
          Vector3 angles = transform.eulerAngles;
          rotationYAxis = angles.y;
          rotationXAxis = angles.x;
  
          // Make the rigid body not change rotation
          if (rigidbody)
          {
              rigidbody.freezeRotation = true;
          }
      }
  
      void LateUpdate()
      {
          if (target)
          {
              if (Input.GetMouseButton(1))
              {
                  velocityX += xSpeed * Input.GetAxis("Mouse X") * 0.02f;
                  velocityY += ySpeed * Input.GetAxis("Mouse Y") * 0.02f;
              }
  
              rotationYAxis += velocityX;
              rotationXAxis -= velocityY;
  
              rotationXAxis = ClampAngle(rotationXAxis, yMinLimit, yMaxLimit);
  
              Quaternion fromRotation = Quaternion.Euler(transform.rotation.eulerAngles.x, transform.rotation.eulerAngles.y, 0);
              Quaternion toRotation = Quaternion.Euler(rotationXAxis, rotationYAxis, 0);
              Quaternion rotation = toRotation;
              
              
  
             
              Vector3 negDistance = new Vector3(0.0f, 0.0f, -distance);
              Vector3 position = rotation * negDistance + target.position;
              
              transform.rotation = rotation;
              transform.position = position;
  
              velocityX = Mathf.Lerp(velocityX, 0, Time.deltaTime * smoothTime);
              velocityY = Mathf.Lerp(velocityY, 0, Time.deltaTime * smoothTime);
          }
  
      }
  
      public static float ClampAngle(float angle, float min, float max)
      {
          if (angle < -360F)
              angle += 360F;
          if (angle > 360F)
              angle -= 360F;
          return Mathf.Clamp(angle, min, max);
      }
  }
 
 
Comment
Add comment · Show 1 · Share
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users
avatar image lelis718 · Feb 04, 2017 at 04:33 AM 0
Share

There is something wrong with this code... You don't use fromRotation for nothing?

Your answer

Hint: You can notify a user about this post by typing @username

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Follow this Question

Answers Answers and Comments

2 People are following this question.

avatar image avatar image

Related Questions

Smooth transition of camera targets 2 Answers

Rotating object with GUI Elements present 2 Answers

Mouse/Wacom stylus drag not working. 1 Answer

orbit mouse camera animation movement script 1 Answer

Mouse Orbit snapping issues 0 Answers


Enterprise
Social Q&A

Social
Subscribe on YouTube social-youtube Follow on LinkedIn social-linkedin Follow on Twitter social-twitter Follow on Facebook social-facebook Follow on Instagram social-instagram

Footer

  • Purchase
    • Products
    • Subscription
    • Asset Store
    • Unity Gear
    • Resellers
  • Education
    • Students
    • Educators
    • Certification
    • Learn
    • Center of Excellence
  • Download
    • Unity
    • Beta Program
  • Unity Labs
    • Labs
    • Publications
  • Resources
    • Learn platform
    • Community
    • Documentation
    • Unity QA
    • FAQ
    • Services Status
    • Connect
  • About Unity
    • About Us
    • Blog
    • Events
    • Careers
    • Contact
    • Press
    • Partners
    • Affiliates
    • Security
Copyright © 2020 Unity Technologies
  • Legal
  • Privacy Policy
  • Cookies
  • Do Not Sell My Personal Information
  • Cookies Settings
"Unity", Unity logos, and other Unity trademarks are trademarks or registered trademarks of Unity Technologies or its affiliates in the U.S. and elsewhere (more info here). Other names or brands are trademarks of their respective owners.
  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges