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Question by Akshay_ROG · Oct 05, 2013 at 03:15 AM ·

Circular zoom control?

I'm trying to make a zoom control for my game map I'm working on. I thought of ways to achieve this and had two options : 1) pinch zoom 2)circular slider zoom, and I prefer the latter because the user can view the map as he zooms rather than trying to scratch his screen...But how to do it? a horizontal slider is easy but how to change it to a circular one? Please, any help will appreciated.

I'm working on this myself but quite short on ideas right now coz been learning unity not for long...to support my question sneak a peek on this pic: (from Google!)

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perfectshot-autofocus-700x420.png (26.7 kB)
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Answer by robertbu · Oct 05, 2013 at 03:38 AM

What I would do is use the change of angle frame to frame to change some value.

 #pragma strict
 
 private var startAngle;
 var speed = 1.0;
 var minSize;
 var maxSize;
 
 function OnMouseDown() {
     var pos = Input.mousePosition;
     pos.z = transform.position.z - Camera.main.transform.position.z;
     pos = Camera.main.ScreenToWorldPoint(pos);
     pos = pos - transform.position;
     
     startAngle = Mathf.Atan2(pos.y, pos.x) * Mathf.Rad2Deg; 
 }
 
 function OnMouseDrag() {
     var pos = Input.mousePosition;
     pos.z = transform.position.z - Camera.main.transform.position.z;
     pos = Camera.main.ScreenToWorldPoint(pos);
     pos = pos - transform.position;
     
     var angle = Mathf.Atan2(pos.y, pos.x) * Mathf.Rad2Deg;
     
     Debug.Log("Delta angle: "+Mathf.DeltaAngle(angle,startAngle)); 
     
     startAngle = angle;
 }

Put this on a visible object with a collider. While running, click on the outer edge of the object and rotate around. Note you can reverse the parameters in the DeltaAngle() call to reverse the polarity.

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avatar image TrickyHandz · Oct 05, 2013 at 03:43 AM 0
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To adapt the answer @robertbu provided for touch replace Input.mousePostion with Input.GetTouch(0).position

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