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Character Zoom in and out
Hi,
Thank you for reading this thread. I am a very new student learning Unity 3d and I am having a hard time trying to implement zoom in and out on an object using mouse scroll wheel. The following is the object I am currently building and when I click PLAY, it gives me first-person view from the object,
https://docs.google.com/file/d/0B0dIErUqAOTnTHVWYmZfbldWSDQ/edit?usp=sharing
According to what I know, in inspector, I have to modified Mouse Look in bottom right side of the picture because it allows the mouse to control the view from the object. I have implemented the code (the codes between "Problematic Codes start here" and "Problematic Codes ends here")
using UnityEngine;
using System.Collections;
/// MouseLook rotates the transform based on the mouse delta.
/// Minimum and Maximum values can be used to constrain the possible rotation
/// To make an FPS style character:
/// - Create a capsule.
/// - Add the MouseLook script to the capsule.
/// -> Set the mouse look to use LookX. (You want to only turn character but not tilt it)
/// - Add FPSInputController script to the capsule
/// -> A CharacterMotor and a CharacterController component will be automatically added.
/// - Create a camera. Make the camera a child of the capsule. Reset it's transform.
/// - Add a MouseLook script to the camera.
/// -> Set the mouse look to use LookY. (You want the camera to tilt up and down like a head. The character already turns.)
[AddComponentMenu("Camera-Control/Mouse Look")]
public class MouseLook : MonoBehaviour {
public enum RotationAxes { MouseXAndY = 0, MouseX = 1, MouseY = 2 }
public RotationAxes axes = RotationAxes.MouseXAndY;
public float sensitivityX = 15F;
public float sensitivityY = 15F;
public float minimumX = -360F;
public float maximumX = 360F;
public float minimumY = -60F;
public float maximumY = 60F;
float rotationY = 0F;
// Mouse Scroll Zoom in and out
public int zoomLevelSelected = 0;
public float[] ZoomLevels = new float[] { 60, 40, 20 };
float cameraDistanceMax = 20f;
float cameraDistanceMin = 5f;
float cameraDistance = 10f;
float scrollSpeed = 0.5f;
void Update (){
int zoomChange = 0;
if (axes == RotationAxes.MouseXAndY){
float rotationX = transform.localEulerAngles.y + Input.GetAxis("Mouse X") * sensitivityX;
rotationY += Input.GetAxis("Mouse Y") * sensitivityY;
rotationY = Mathf.Clamp (rotationY, minimumY, maximumY);
transform.localEulerAngles = new Vector3(-rotationY, rotationX, 0);
}else if (axes == RotationAxes.MouseX){
transform.Rotate(0, Input.GetAxis("Mouse X") * sensitivityX, 0);
//Problematic Code starts here.
}else if(Input.GetAxis("Mouse ScrollWheel") < 0){
zoomChange = +1;
}else if(Input.GetAxis("Mouse ScrollWheel") > 0){
zoomChange = -1;
}else if(zoomChange != 0){
zoomLevelSelected = Mathf.Clamp(zoomLevelSelected + zoomChange, 0, ZoomLevels.Length - 1);
camera.fieldOfView = ZoomLevels[zoomLevelSelected];
//Problematic Code ends here.
}else{
rotationY += Input.GetAxis("Mouse Y") * sensitivityY;
rotationY = Mathf.Clamp (rotationY, minimumY, maximumY);
transform.localEulerAngles = new Vector3(-rotationY, transform.localEulerAngles.y, 0);
}
}
void Start (){
// Make the rigid body not change rotation
if (rigidbody)
rigidbody.freezeRotation = true;
}
}
I believe I have the right codes here, but when I test it, scrolling mouse wheel just does not enable me to zoom in or out.
Kindly help me by providing an advice and thank you in advice.
Thank you again!