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Question by amc44448937249 · Mar 25, 2015 at 11:35 AM · cameramouse orbit

Modify MouseOrbit script to snap to specific view on button click

Hi,

I'm using a c# script called "MouseOrbitImproved" (courtesy of Veli V) to rotate around an object in my scene (see code below). I would like to add buttons to the UI that allow the user to select specific views (Top, Bottom, Front, Back, Left Right). I've played around with changing the cameras location based on clicking a UI button, but the camera does not respond. I'm guessing the nature of the "MouseOrbitImproved" script overrides any changes I make programmatically. Any ideas on how I can achieve this goal while still using the "MouseOrbitImproved" script? FYI, I'm a novice coder so please be gentle ;)

Thanks in advance for any help/advice.

Lex

 using UnityEngine;
 using System.Collections;
 
 [AddComponentMenu("Camera-Control/Mouse drag Orbit with zoom")]
 public class DragMouseOrbit : MonoBehaviour
 {
     public Transform target;
     public float distance = 450.0f;
     public float xSpeed = 100.0f;
     public float ySpeed = 100.0f;
     
     public float yMinLimit = -20f;
     public float yMaxLimit = 80f;
     
     public float distanceMin = 200.0f;
     public float distanceMax = 800.0f;
     
     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()
     {
         //Camera rotation variables
         Vector3 angles = transform.eulerAngles;
         rotationYAxis = angles.y;
         rotationXAxis = angles.x;
         
         // Make the rigid body not change rotation
         if (GetComponent<Rigidbody>())
         {
             GetComponent<Rigidbody>().freezeRotation = true;
         }
 
 
     }
     
     void LateUpdate()
     {
         if (target)
         {
             if (Input.GetMouseButton(0))
             {
                 //velocityX += xSpeed * Input.GetAxis("Mouse X") * distance * 0.02f;
                 velocityX += xSpeed * Input.GetAxis("Mouse X") * 1.0f;
                 velocityY += ySpeed * Input.GetAxis("Mouse Y") * 1.0f;
             }
             
             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;
             distance = Mathf.Clamp(distance - Input.GetAxis("Mouse ScrollWheel") * 100, 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;
             
             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);
     }
 }


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