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 Cyberbooster · Feb 01, 2012 at 08:39 PM · c#camerarotation

Camera Script - RtS style, rotation issues

Here is my script:


 using UnityEngine;
 using System.Collections;
 
     
     public class CameraRTS : MonoBehaviour
     {
     
         public int ScrollSpeed = 100;
      
         public int ZoomSpeed = 25;
         public int ZoomMin = 5;
         public int ZoomMax = 100;
      
         public int PanSpeed = 50;
         public int PanAngleMin = 25;
         public int PanAngleMax = 80;
         
         public string forward = "z";
         public string backward = "s";
         public string left = "a";
         public string right = "d";
         
         //variabiles for rotating the camera
         public enum RotationAxes { MouseXAndY = 0, MouseX = 1, MouseY = 2 }
         public RotationAxes axes = RotationAxes.MouseXAndY;
         public float sensitivityX = 250;
         public float sensitivityY = 250;
     
         public float minimumX = -360;
         public float maximumX = 360;
     
         public float minimumY = -270;
         public float maximumY = 90;
          
     
         
         // Update is called once per frame
         void LateUpdate()
         {
             // Init camera translation for this frame.
             var translation = Time.deltaTime*ScrollSpeed;
         
             // Zoom in or out
             var zoomDelta = Input.GetAxis("Mouse ScrollWheel")*ZoomSpeed*Time.deltaTime;
             if (zoomDelta!=0)
             {
                 //In order to Zoom, there is some limits
                 if(camera.fieldOfView - ZoomSpeed * zoomDelta > ZoomMin && camera.fieldOfView - ZoomSpeed * zoomDelta < ZoomMax ){
                     camera.fieldOfView -= ZoomSpeed * zoomDelta;
                 }
             }
             
             // Move camera with arrow keys
             if (Input.GetKey(left)){
             var movement = new Vector3 (-translation, 0, 0);
             transform.Translate(movement, Space.World);
             }
             if (Input.GetKey(backward)){
             var movement = new Vector3 (0, 0, -translation);
             transform.Translate(movement, Space.World);
             }
             if (Input.GetKey(right)){
             var movement = new Vector3 (translation, 0, 0);
             transform.Translate(movement, Space.World);
             }
             if (Input.GetKey(forward)){
             var movement = new Vector3 (0, 0, translation);
             transform.Translate(movement, Space.World);
             }
             
             //Rotate the camera while pressing "Backspace" key MUST BE FIXED
             if(Input.GetKey(KeyCode.Backspace)){
                 
                 float rotationY = 0F;
     
                 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);
                 }
                 else
                 {
                     rotationY += Input.GetAxis("Mouse Y") * sensitivityY;
                     rotationY = Mathf.Clamp (rotationY, minimumY, maximumY);
                     
                     transform.localEulerAngles = new Vector3(-rotationY, transform.localEulerAngles.y, 0);
                 }
         
     
                 
                 
             }//end "Backspace" section
             
             
         }//LateUpdate
         
     }//Class


The camera moves correctly, zoom ok. But when I have to rotate it (while pressing Backspace), it is impossible to view anything: looks like an earthquake is happening!

Some suggestions?

Comment
Add comment
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

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

4 People are following this question.

avatar image avatar image avatar image avatar image

Related Questions

Flip over an object (smooth transition) 3 Answers

RTS Camera Rotation and Movement 0 Answers

Rotate cam with object, smooth boost and brake 3 Answers

I need help with TPS controls! 0 Answers

Is there a way to lock my camera's rotation and movement on certain axis? 2 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