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Question by sally_hoeg · Feb 01, 2014 at 06:19 PM · rotatelerpsmooth

Smooth Mouse Orbit c#

Hey! I'm new here and I want my mouse orbit to rotate SMOOTH around a target. this is what i have so far... hope you can help! thanks!

 using UnityEngine;
 
 using System.Collections;
 
 
 
 public class Orbit_New : MonoBehaviour {
     
     public Transform target;
     public float distance= 15f ;
 //    public int cameraSpeed= 5 ;
 
     public float xSpeed= 175.0f;
     public float ySpeed= 75.0f;
 
     private float lastDist = 0;
 //    private float curDist = 0;
 
     public int yMinLimit= 10; //Lowest vertical angle in respect with the target.
     public int yMaxLimit= 10;
 
     private float x= 0.0f;
     private 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.freezeRotation = true;
         
     }
     
     
     
     void Update (){
         if (target && camera) {
             
 
             
             //Detect mouse drag;
             
             if(Input.GetMouseButton(0)) {
 
                 x += Input.GetAxis("Mouse X") * xSpeed * 0.02f;
                 y -= Input.GetAxis("Mouse Y") * ySpeed * 0.02f;    
             }
             
             y = ClampAngle(y, yMinLimit, yMaxLimit);
 
             Quaternion rotation= Quaternion.Euler(y, x, 0);
             Vector3 vTemp = new Vector3(0.0f, 0.0f, -distance);
             Vector3 position= rotation * vTemp + target.position;
             
 
             transform.position = Vector3.Lerp (transform.position, position, xSpeed*Time.deltaTime+2);
             transform.rotation = rotation;
             
         }
         
     }
     
     
     
     static float ClampAngle ( float angle , float min , float max ){
         
         if (angle < -360)
             angle += 360;
         
         if (angle > 360)
             angle -= 360;
         
         return Mathf.Clamp (angle, min, max);
         
     }
     
     
     
 }
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Answer by deadshot · Oct 22, 2014 at 05:40 AM

 using UnityEngine;
  using UnityEngine;
  using System.Collections;
  
  //[AddComponentMenu("Camera-Control/Mouse drag Orbit with zoom")]
  public class rotateonmouse : 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;
  
      public float smoothTime = 2f;
  
      float rotationYAxis = 0.0f;
      float rotationXAxis = 0.0f;
  
      float velocityX = 0.0f;
      float velocityY = 0.0f;
  
      // Use this for initialization
      void Start()
      {
          Vector3 angles = transform.eulerAngles;
          rotationYAxis = angles.y;
          rotationXAxis = angles.x;
  
          // Make the rigid body not change rotation
          if (rigidbody)
          {
              rigidbody.freezeRotation = true;
          }
      }
  
      void LateUpdate()
      {
          if (target)
          {
              if (Input.GetMouseButton(1))
              {
                  velocityX += xSpeed * Input.GetAxis("Mouse X") * 0.02f;
                  velocityY += ySpeed * Input.GetAxis("Mouse Y") * 0.02f;
              }
  
              rotationYAxis += velocityX;
              rotationXAxis -= velocityY;
  
              rotationXAxis = ClampAngle(rotationXAxis, yMinLimit, yMaxLimit);
  
              Quaternion fromRotation = Quaternion.Euler(transform.rotation.eulerAngles.x, transform.rotation.eulerAngles.y, 0);
              Quaternion toRotation = Quaternion.Euler(rotationXAxis, rotationYAxis, 0);
              Quaternion rotation = toRotation;
              
              
  
             
              Vector3 negDistance = new Vector3(0.0f, 0.0f, -distance);
              Vector3 position = rotation * negDistance + target.position;
              
              transform.rotation = rotation;
              transform.position = position;
  
              velocityX = Mathf.Lerp(velocityX, 0, Time.deltaTime * smoothTime);
              velocityY = Mathf.Lerp(velocityY, 0, Time.deltaTime * smoothTime);
          }
  
      }
  
      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);
      }
  }
 
 that should do it
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avatar image theRealMightyAtom · Nov 18, 2016 at 12:36 PM 0
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You will want to add something for the zoom too :)

 distance = $$anonymous$$athf.Clamp(distance - Input.GetAxis("$$anonymous$$ouse ScrollWheel")*5, distance$$anonymous$$in, distance$$anonymous$$ax);

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Answer by janzdott · Feb 01, 2014 at 06:30 PM

Well what you're doing appears to be right. To smooth the rotation, you'd do transform.rotation = Quaternion.Slerp(transform.rotation, rotation, 1.0f * Time.deltaTime) The 1.0f can be any number you want. Hope that helps.

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avatar image sally_hoeg · Feb 01, 2014 at 09:22 PM 0
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now it is changing the camera angle, too... so the camera is not always looking at the target... it smooth changes the camera angle with mouse drag and slowly goes back to look at the target. any idea why this happens?

avatar image deadshot · Oct 17, 2014 at 10:22 AM 0
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@sally_hoeg did you get it because i also neeed the script. could you please post it here

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