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Question by kamil0074 · Oct 30, 2020 at 10:26 AM · camerarotationposition

Camera rotation and position problem,Camera rotation and camera position

Hello, so I "created" a script that should rotate and move the camera and it works, but when I turn the camera and try to move it, it's like the rotation of the camera stays in place, I don't know how to explain it, I'm just starting to program and I can't fix it

Here's a video that more or less shows what it looks like: https://youtu.be/PvG77CXhl_w

 using UnityEngine;
 
 public class CameraController : MonoBehaviour
 {
 
     public float panSpeed = 20f;
     public float panBorderThickness = 10f;
     public Vector2 panLimit;
 
     public float scrollSpeed = 20f;
     public float minY = 20f;
     public float maxY = 200f;
 
     public float speedH = 2.0f;
     public float speedV = 2.0f;
 
     private float yaw = 0.0f;
     private float pitch = 0.0f;
 
 
     // Update is called once per frame
     void Update()
     {
 
         if (Input.GetMouseButton(1))
         {
             yaw += speedH * Input.GetAxis("Mouse X");
             pitch -= speedV * Input.GetAxis("Mouse Y");
         }
 
 
         transform.eulerAngles = new Vector3(pitch, yaw, 0.0f);
 
         Vector3 pos = transform.position;
 
         if (Input.GetKey("w") || Input.mousePosition.y >= Screen.height - panBorderThickness )
         {
 
             pos.z += panSpeed * Time.deltaTime;
 
         }
 
         if (Input.GetKey("s") || Input.mousePosition.y <=  panBorderThickness)
         {
 
             pos.z -= panSpeed * Time.deltaTime;
 
         }
 
         if (Input.GetKey("d") || Input.mousePosition.x >= Screen.width - panBorderThickness)
         {
 
             pos.x += panSpeed * Time.deltaTime;
 
         }
 
         if (Input.GetKey("a") || Input.mousePosition.x <=  panBorderThickness)
         {
 
             pos.x -= panSpeed * Time.deltaTime;
 
         }
 
 
         float scroll = Input.GetAxis("Mouse ScrollWheel");
         pos.y -= scroll * scrollSpeed *  100f * Time.deltaTime;
 
         pos.x = Mathf.Clamp(pos.x, -panLimit.x, panLimit.x);
         pos.y = Mathf.Clamp(pos.y, minY, maxY);
         pos.z = Mathf.Clamp(pos.z, -panLimit.y, panLimit.y);
 
 
 
        
 
 
        
         transform.position = pos;
     }
 }
 



,Hello, so I "created" a script that should rotate and move the camera and it works, but when I turn the camera and try to move it, it's like the rotation of the camera stays in place, I don't know how to explain it, I'm just starting to program and I can't fix it

Here's a video that more or less shows what it looks like: https://youtu.be/PvG77CXhl_w

 using UnityEngine;
 
 public class CameraController : MonoBehaviour
 {
 
     public float panSpeed = 20f;
     public float panBorderThickness = 10f;
     public Vector2 panLimit;
 
     public float scrollSpeed = 20f;
     public float minY = 20f;
     public float maxY = 200f;
 
     public float speedH = 2.0f;
     public float speedV = 2.0f;
 
     private float yaw = 0.0f;
     private float pitch = 0.0f;
 
 
     // Update is called once per frame
     void Update()
     {
 
         if (Input.GetMouseButton(1))
         {
             yaw += speedH * Input.GetAxis("Mouse X");
             pitch -= speedV * Input.GetAxis("Mouse Y");
         }
 
 
         transform.eulerAngles = new Vector3(pitch, yaw, 0.0f);
 
         Vector3 pos = transform.position;
 
         if (Input.GetKey("w") || Input.mousePosition.y >= Screen.height - panBorderThickness )
         {
 
             pos.z += panSpeed * Time.deltaTime;
 
         }
 
         if (Input.GetKey("s") || Input.mousePosition.y <=  panBorderThickness)
         {
 
             pos.z -= panSpeed * Time.deltaTime;
 
         }
 
         if (Input.GetKey("d") || Input.mousePosition.x >= Screen.width - panBorderThickness)
         {
 
             pos.x += panSpeed * Time.deltaTime;
 
         }
 
         if (Input.GetKey("a") || Input.mousePosition.x <=  panBorderThickness)
         {
 
             pos.x -= panSpeed * Time.deltaTime;
 
         }
 
 
         float scroll = Input.GetAxis("Mouse ScrollWheel");
         pos.y -= scroll * scrollSpeed *  100f * Time.deltaTime;
 
         pos.x = Mathf.Clamp(pos.x, -panLimit.x, panLimit.x);
         pos.y = Mathf.Clamp(pos.y, minY, maxY);
         pos.z = Mathf.Clamp(pos.z, -panLimit.y, panLimit.y);
 
 
 
        
 
 
        
         transform.position = pos;
     }
 }
 


[1]: https://youtu.be/PvG77CXhl_w

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