- Home /
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.
Your answer
Follow this Question
Related Questions
Distribute terrain in zones 3 Answers
Relative AddForce With Sphere 2 Answers
Update() vs. FixedUpdate() for object rotation 2 Answers
Rotate camera diagonally over object 0 Answers
Multiple Cars not working 1 Answer