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Question by KhShani · Mar 26, 2014 at 09:31 AM · camerarotationmovement

Move Camera around an object

Hello ! I am facing a problem regarding to move camera around an object with which I did perfectly... But my camera stops its rotation after rotating the given amount And I want my camera to rotate a bit after its rotation in order to give it a good look... But I m unable to do it... Your help would be appreciated. Thanks

     public Transform target;
 public float distance = 5.0f;
 public float xSpeed = 60.0f;
 public float ySpeed = 60.0f;
 public float yMinLimit = 10f;
 public float yMaxLimit = 60f;
 public float distanceMin = 5f;
 public float distanceMax = 10f;
 float x = 0.0f;
 float y = 0.0f;

 void Start()
 {

             Vector3 angles = transform.eulerAngles;
             x = angles.y;
             y = angles.x;
             // Make the rigid body not change rotation
             if (rigidbody) {
         rigidbody.constraints = RigidbodyConstraints.FreezeRotationX;
         rigidbody.constraints = RigidbodyConstraints.FreezeRotationZ;

             }
     }
 void Update()
 {



     if (target && Input.touchCount == 1 && Input.GetTouch(0).position.x > Screen.width / 2 && Input.GetTouch(0).phase == TouchPhase.Moved) //Just orbit touch without movement
     {
         Debug.Log("Orbiting! 1 touch");
         Orbit(Input.GetTouch(0));
     }
     else if (Input.touchCount == 2)
     {
         if (Input.GetTouch(0).position.x > Screen.width / 2 && Input.GetTouch(0).phase == TouchPhase.Moved)
             Orbit(Input.GetTouch(0)); //Movement was touched second
 
         else if (Input.GetTouch(1).position.x > Screen.width / 2 && Input.GetTouch(1).phase == TouchPhase.Moved)
             Orbit(Input.GetTouch(1)); //Movement was touched first
     }

 }

 void Orbit(Touch touch)
 {
     x += touch.deltaPosition.x * xSpeed * 0.1f /* * distance*/;
     y -= touch.deltaPosition.y * ySpeed * 0.1f /* * distance*/;
     y = ClampAngle(y, yMinLimit, yMaxLimit);
     Quaternion rotation = Quaternion.Euler(y, x, 0);
     //distance = Mathf.Clamp(distance - Input.GetAxis("Mouse ScrollWheel") * 5, distanceMin, distanceMax);
     RaycastHit hit;
     if (Physics.Linecast(target.position, transform.position, out hit))
     {
             //distance -= hit.distance;
     }
     Vector3 negDistance = new Vector3(0.0f, 0.0f, -distance);
     Vector3 position = rotation * negDistance + target.position;

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

     

 }
 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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Answer by RedDevil · Mar 26, 2014 at 09:34 AM

You can just use the build in function called RotateAround : http://docs.unity3d.com/Documentation/ScriptReference/Transform.RotateAround.html Instead of Vector3.Zero you just put the gameobject you want to rotate around.

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avatar image KhShani · Mar 26, 2014 at 11:27 AM 0
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hey , thanks for reply.. this thing did nt helped me

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Answer by jogidipen · Mar 26, 2014 at 12:28 PM

First of all create empty game object at Exactly where player is situated in scene .

After that set camera a little bit far from player so that camera can view player in proper view.

**Imp:**Create Main Camera as child of empty game object IE: Empty game object will parent and main camera will chield.

after that create script

void Update () { transform.Rotate(Vector3.up, Input.GetAxis("Mouse X")); }

Apply that script on Empty game object. And run.

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avatar image KhShani · Mar 27, 2014 at 08:53 AM 0
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Thanks jogidipen ... I will try this one and will let you know soon :)

avatar image noeldc KhShani · Mar 07, 2017 at 09:01 PM 0
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liar! ;P

I tried it. It works.

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