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 TrivialRoo · Dec 27, 2013 at 02:53 PM · camerarotationquaternion

Camera rotation script logic error?

I believe I have a logic error in my script. I want to make the camera rotate, and I screwed up.

Here's the script;

 using UnityEngine;
 using System.Collections;
 
 public class cameraController : MonoBehaviour {
     
     public float dragSpeed;
     private Vector3 dragOrigin;
 
     private Quaternion rotateOrigin;
 
     public Transform target;
 
     void Start () {
 
         dragSpeed = PlayerPrefs.GetFloat("dragSpeed", 2f);
         
     }
     
     // Camera movement
     void Update () {
 
         CameraDrag();
 
         CameraRotation ();
 
         if(Input.GetAxis ("Mouse ScrollWheel") < 0) {
             if(Camera.main.fieldOfView <= 70) {
                 Camera.main.fieldOfView += 2f;
             }
             if(Camera.main.orthographicSize <= 20) {
                 Camera.main.orthographicSize += 0.5f;
             }
         }
 
         if(Input.GetAxis("Mouse ScrollWheel") > 0) {
 
             if(Camera.main.fieldOfView > 20) {
                 Camera.main.fieldOfView -= 2f;
             }
             if(Camera.main.orthographicSize >= 1) {
                 Camera.main.orthographicSize -= 0.5f;
             }
 
         }
     }
 
     void OnDestroy() {
         PlayerPrefs.SetFloat("dragSpeed", dragSpeed);
     }
 
     void CameraDrag() {
         
         if (Input.GetMouseButtonDown(2)) {
             dragOrigin = Input.mousePosition;
         }
         
         else if(!Input.GetMouseButton (2)) {
             return;
         }
         
         Vector3 pos = Camera.main.ScreenToViewportPoint(Input.mousePosition - dragOrigin);
         Vector3 move = new Vector3(pos.x * dragSpeed, 0, pos.y * dragSpeed);
         
         transform.Translate(move, Space.World);
     }
 
     void CameraRotation() {
         if(Input.GetMouseButton (1)) {
 
             /*float h = dragSpeed * Input.GetAxis ("Mouse X");
             float v = dragSpeed * Input.GetAxis("Mouse Y");
             transform.Rotate(v, h, 0);*/
 
             rotateOrigin = Quaternion.identity;
 
         }
         else if(!Input.GetMouseButton (1)){
             return;
         }
 
         Quaternion cameraRot = Camera.main.transform.rotation;
         Quaternion rotate = new Quaternion(cameraRot.x, cameraRot.y, cameraRot.z, cameraRot.w);
 
     }
 
 }
 
Comment
Add comment · Show 2
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 KellyThomas · Dec 27, 2013 at 02:57 PM 0
Share

In your CameraRotation() you assign the current camera rotation to the local variable cameraRot then effectively clone it and assign the clone to rotate. At no point to actually rotate anything or assign any values back to the camera.

avatar image TrivialRoo · Dec 27, 2013 at 04:23 PM 0
Share

Oh, yeah. I changed some of it as well, because I realized that you needed a Vector3 Axis. But now I get funky rotation that spins you around and around and not very smooth at all....

 `void CameraRotation() {
     if(Input.Get$$anonymous$$ouseButton (1)) {

         /*float h = dragSpeed * Input.GetAxis ("$$anonymous$$ouse X");
         float v = dragSpeed * Input.GetAxis("$$anonymous$$ouse Y");
         transform.Rotate(v, h, 0);*/

         rotateOrigin = Quaternion.identity;

     }
     else if(!Input.Get$$anonymous$$ouseButton (1)){
         return;
     }

     Vector3 pos = Camera.main.ScreenToViewportPoint(Input.mousePosition - dragOrigin);
     Vector3 move = new Vector3(pos.x * dragSpeed, 0, pos.y * dragSpeed);

     transform.Rotate (move, Space.World);

 }

`

0 Replies

· Add your reply
  • Sort: 

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

19 People are following this question.

avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image

Related Questions

Quaternion - Euler Angles, weird variable swapping when converting 2 Answers

How to add a rotation to this? 1 Answer

Gameobject Rotation Calculation 0 Answers

Quaternion To Matrix conversion failed because input Quaternion is invalid 1 Answer

Camera X and Y velocity HELP! 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