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Question by BStrong43 · Oct 19, 2020 at 12:06 AM · camerarotationtransformquaternionvector

Help with rotating camera around object based on mouse input

I am trying to rotate the camera around the player. RotateDirection is a vector2 and comes from PlayerControls.MouseAim.ReadValue(). I think the problem is with one of the vector3/transform calculations I am trying to make. I might be using the wrong function or maybe im passing the wrong vector. I've just gone code blind staring at this block for hours and I need help.

         //Last frame's camera position and rotation
         //Needed to prevent camera from leaving boundaries
         Vector3 lastCamLoc = camera.transform.position;
         Vector3 lastCamEulers = camera.transform.eulerAngles;
 
         //get direction of input vector from camera's perspective
         Vector3 worldSpaceCameraDirection = camera.transform.TransformDirection(RotateDirection);
 
         //Rotate 90 degrees around camera's local Z axis
         Vector3 rotationAxis = Quaternion.AngleAxis(90, camera.transform.forward) * worldSpaceCameraDirection;
 
         //Shift rotation axis to character's perspective
         rotationAxis = camTarget.transform.TransformVector(rotationAxis);
 
         //Apply rotation to camera
         camera.transform.RotateAround(camTarget.transform.position, rotationAxis, RotateDirection.magnitude * Time.deltaTime * 80.0f);
 
         //Correct camera's local z rotation
         camera.transform.LookAt(camTarget.transform);
 
         //Camera Recorrection - Has it gone past its bounds
         //Use Camera's X rotation to judge camera max range
         float xRot = camera.transform.eulerAngles.x;
 
         if (xRot > maxCamRotation ||
             xRot < -maxCamRotation)
         {
             //keep camera on boundary edge
             camera.transform.position = lastCamLoc;
             camera.transform.eulerAngles = lastCamEulers;
         }
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