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Question by jarleyinc · Jun 13, 2021 at 01:49 AM · camera2dscrollingpanning

Camera vertically scrolling effect (scroll out)

I want to create a camera movement like idle miner tycoon. So the Camera should scroll vertically by panning with a typically scroll effect.

This is my code:

 Vector3 touchStart;
 public int upperLimit = 0;
 public int lowerLimit = 7000;
 
 void Update()
 {
     if (Input.GetMouseButtonDown(0))
     {
         touchStart = Camera.main.ScreenToWorldPoint(Input.mousePosition);
     }
 
     if (Input.GetMouseButton(0))
     {
         Vector3 direction = touchStart - Camera.main.ScreenToWorldPoint(Input.mousePosition);
         float finalYPos = Camera.main.transform.position.y + direction.y;
         finalYPos = Mathf.Clamp(finalYPos, lowerLimit, upperLimit);
         Camera.main.transform.position = new Vector3(Camera.main.transform.position.x, finalYPos, Camera.main.transform.position.z);
         Debug.Log(finalYPos);
     }
 }


But how can I make that the scrolling is ran out. Actually the movement is stopping directly when I leave the mouse/thump.

Thank you for your help

Best regards

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Answer by jarleyinc · Jun 14, 2021 at 09:23 PM

I found a Solution for everybody, who has the same problem:

    [SerializeField]
     private Camera cam;
 
     Vector3 touchStart;
     private float topLimit = 0f;
     private float bottomLimit = -2000.0f;
 
     private Vector3 _curPosition;
     private Vector3 _velocity;
     private bool _underInertia;
     private float _time = 0.0f;
     public float SmoothTime = 2;
 
     public Vector3 direction;
 
     void Update()
     {
         PanCamera();
 
         if (_underInertia && _time <= SmoothTime)
         {
             cam.transform.position += _velocity;
             float newY = Mathf.Clamp(cam.transform.position.y, bottomLimit, topLimit);
             cam.transform.position = new Vector3(cam.transform.position.x, newY, cam.transform.position.z);
 
             _velocity = Vector3.Lerp(_velocity, Vector3.zero, _time);
             _time += Time.smoothDeltaTime;
         }
         else
         {
             _underInertia = false;
             _time = 0.0f;
         }
     }
 
 
     private void PanCamera()
     {
 
         if (Input.GetMouseButtonDown(0))
         {
             touchStart = cam.ScreenToWorldPoint(Input.mousePosition);
             _underInertia = false;
         }
 
         if (Input.GetMouseButton(0))
         {
             Vector3 _prevPosition = _curPosition;
 
             direction = touchStart - cam.ScreenToWorldPoint(Input.mousePosition);
             float finalYPos = cam.transform.position.y + direction.y;
             Debug.Log("Old: " + finalYPos);
             finalYPos = Mathf.Clamp(finalYPos, bottomLimit, topLimit);
             Debug.Log("New: " + finalYPos);
             Vector3 desiredPosition = new Vector3(cam.transform.position.x, finalYPos, cam.transform.position.z);
             cam.transform.position = desiredPosition; 
 
             _curPosition = desiredPosition;
             _velocity = _curPosition - _prevPosition;
 
         }
         if (Input.GetMouseButtonUp(0))
         {
             _underInertia = true;
 
         }
     }

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