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Question by fox2402 · May 05, 2015 at 09:49 PM · c#cameraphysicstps

Mouse orbit and problems with raycast

Hello there, so i'm making a 3rd person action game, so i need a 3rd person camera. I found http://wiki.unity3d.com/index.php?title=MouseOrbitImproved, the problem is that the camera doesn't go back to its initial position when you don't have collision. so i made this

 public class mouseOrbit : MonoBehaviour {
 public Transform target;

 public float distance = 5.0f;
 public float xSpeed = 120.0f;
 public float ySpeed = 120.0f;
 public float savedDis = 5.0f;
 public float yMinLimit = -20f;
 public float yMaxLimit = 80f;
 public float timer = 1.5f;
 public float returnTime;
 public bool resetDis = true;

 public float distanceMin = .5f;
 public float distanceMax = 15f;

 private Rigidbody rigidbody;

 float x = 0.0f;
 float y = 0.0f;

 // Use this for initialization
 void Start()
 {
     
     Vector3 angles = transform.eulerAngles;
     x = angles.y;
     y = angles.x;

     rigidbody = GetComponent<Rigidbody>();

     // Make the rigid body not change rotation
     if (rigidbody != null)
     {
          rigidbody.freezeRotation = true;
     }
 }

 void LateUpdate()
 {
     if (target)
     {
         x += Input.GetAxis("Mouse X") * xSpeed * distance * 0.02f;
         y -= Input.GetAxis("Mouse Y") * ySpeed * 0.02f;

         y = ClampAngle(y, yMinLimit, yMaxLimit);

         Quaternion rotation = Quaternion.Euler(y, x, 0);

         
         //savedDis = Mathf.Clamp(distance - Input.GetAxis("Mouse ScrollWheel") * 5, distanceMin, distanceMax);
         RaycastHit hit;
         if (Physics.Linecast(target.position, transform.position, out hit))
         {
             returnTime = Time.time + timer;
             distance -= hit.distance;
             
         }
         
         else
         {
             distance = Mathf.Lerp(distance, savedDis, 0.1f);


         }
         
         


         
         Vector3 negDistance = new Vector3(0.0f, 0.0f, -distance);
         Vector3 position = rotation * negDistance + target.position;

         transform.rotation = rotation;
         transform.position = position;
     }
 }

 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);
 }

but now another problem, the camera keep moving backward (to the "savedDis") even when i'm still colliding something. I believed that it was due to the difference between the calls of the Update function and the calls and the calculations of the Ray, but putting a timer didn't work (you can see those two floats up here used for this) . So i'm asking here now, hope you can help, you may find the same topic on Stack Overflow as well.

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