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Question by DevResourceNull · Mar 12, 2017 at 04:59 PM · 3rd person controllermouseorbit

3rd Person Camera Problem

Hi

I am using the ThirdPersonController for a unity project and I am trying to set up a dynamic camera movement. Additionally, I added a MouseOrbitImproved which is basically an improved version of the old MouseOrbit that came with old Unity versions, and added it to the MainCamera with a cube I have made inside the character as a target. Everything works, except that the camera noclips through buildings and doesnt stop where buildings are. And also how can I make the player move right when the camera is moved that way and in other directions etc.? Heres the script: using UnityEngine; using System.Collections;

[AddComponentMenu("Camera-Control/Mouse Orbit with zoom")] public class MouseOrbitImproved : MonoBehaviour {

 public Transform target;
 public float distance = 5.0f;
 public float xSpeed = 120.0f;
 public float ySpeed = 120.0f;

 public float yMinLimit = -20f;
 public float yMaxLimit = 80f;

 public float distanceMin = .5f;
 public float distanceMax = 15f;

 private  Rigidbody rigidbody;

 float x = 0.0f;
 float y = 0.0f;

 // Use this for initialization
 void Start () 
 {
     Vector3 angles = transform.eulerAngles;
     x = angles.y;
     y = angles.x;

     rigidbody = GetComponent<Rigidbody>();

     // Make the rigid body not change rotation
     if (rigidbody != null)
     {
         rigidbody.freezeRotation = true;
     }
 }

 void LateUpdate () 
 {
     if (target) 
     {
         x += Input.GetAxis("Mouse X") * xSpeed * distance * 0.02f;
         y -= Input.GetAxis("Mouse Y") * ySpeed * 0.02f;

         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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