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Question by aubenedis · Apr 14, 2020 at 07:39 PM · camerarotationtouch

Unity input to rotate camera

I Have this code, and input to rotate works in WebGL on browser, but not working when I opening the same from Mobile browser. Could you please help me.

using UnityEngine;

public class CameraController : MonoBehaviour { public GameObject heads; Camera cam; public bool isControlable; private Vector3 screenPoint; private Vector3 offset; public GameObject target; public float distance = 1200f; public float xSpeed = 2f; public float ySpeed = 2f;

 public float yMinLimit = -80f;
 public float yMaxLimit = 80f;
 public float yMinLimit1 = -60f;
 public float yMaxLimit1 = 60f;

 public float distanceMin = 600f;
 public float distanceMax = 1200f;

 public float smoothTime = 2f;

 public float rotationYAxis = 0.0f;
 float rotationXAxis = 0.0f;

 float velocityX = 0.0f;
 float velocityY = 0.0f;
 float moveDirection = -1;


 void Start()
 {
     cam = GetComponentInChildren<Camera>();
     Vector3 angles = transform.eulerAngles;
     rotationYAxis = (rotationYAxis == 0) ? angles.y : rotationYAxis;
     rotationXAxis = angles.x;

     Rigidbody rigidbody = GetComponent<Rigidbody>();



     // Make the rigid body not change rotation
     if (rigidbody)
     {
         rigidbody.freezeRotation = true;
     }
 }

 void LateUpdate()
 {
     

     if (target)
     {
         if (Input.GetMouseButton(0) && isControlable)
         {
             velocityX = xSpeed * Input.GetAxis("Mouse X");
             velocityY = ySpeed * Input.GetAxis("Mouse Y");
         }


         if (isControlable)
         {
             if (heads.activeSelf)
             {

                 distance = distanceMax;
                 target.transform.position = new Vector3(-0.5444031f, -176f, -11f);

                 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.transform.position;

                 transform.rotation = rotation;
                 transform.position = position;

                 velocityX = Mathf.Lerp(velocityX, 0, Time.deltaTime * smoothTime);
                 velocityY = Mathf.Lerp(velocityY, 0, Time.deltaTime * smoothTime);

                 screenPoint = cam.WorldToScreenPoint(target.transform.position);
                 offset = target.transform.position - cam.ScreenToWorldPoint(new Vector3(moveDirection * Input.mousePosition.x, moveDirection * Input.mousePosition.y, screenPoint.z));
             }
             if (!heads.activeSelf)
             {

                 distance = distanceMin;
                 target.transform.position = new Vector3(-0.5444031f, 308f, -11f);

                 rotationYAxis += velocityX;
                 rotationXAxis -= velocityY;

                 rotationXAxis = ClampAngle(rotationXAxis, yMinLimit1, yMaxLimit1);

                 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.transform.position;

                 transform.rotation = rotation;
                 transform.position = position;

                 velocityX = Mathf.Lerp(velocityX, 0, Time.deltaTime * smoothTime);
                 velocityY = Mathf.Lerp(velocityY, 0, Time.deltaTime * smoothTime);

                 screenPoint = cam.WorldToScreenPoint(target.transform.position);
                 offset = target.transform.position - cam.ScreenToWorldPoint(new Vector3(moveDirection * Input.mousePosition.x, moveDirection * Input.mousePosition.y, screenPoint.z));
             }
         }


     }
 }
          




 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);
 }

}

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