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Question by macciniriccardo · Feb 07, 2020 at 01:25 PM · camerazoomlimitorbit

ORBIT CAMERA ZOOM LIMIT

My script works fine, but i'd like to add the functionality of the zoom limit: i'm new in unity, so please speak basic :-)

using System.Collections; using System.Collections.Generic; using UnityEngine;

public class Move : MonoBehaviour { public Camera camera; public bool rotate; protected Plane plane; private void Awake() { if(camera == null) { camera = Camera.main; } }

 private void Update()
 {
     if(Input.touchCount >= 1)
     {
         plane.SetNormalAndPosition(transform.up, transform.position);
     }

     var Delta1 = Vector3.zero;
     var Delta2 = Vector3.zero;

     if( Input.touchCount >= 1)
     {
         Delta1 = PlanePositionDelta(Input.GetTouch(0));
         if ( Input. GetTouch(0).phase == TouchPhase.Moved)
         {
             camera.transform.Translate(Delta1, Space.World);
         }
     }

     if (Input.touchCount >= 2)
     {
         var pos1 = PlanePosition(Input.GetTouch(0).position);
         var pos2 = PlanePosition(Input.GetTouch(1).position);
         var pos1b = PlanePosition(Input.GetTouch(0).position - Input.GetTouch(0).deltaPosition);
         var pos2b = PlanePosition(Input.GetTouch(1).position - Input.GetTouch(1).deltaPosition);

         var zoom = Vector3.Distance(pos1, pos2) / Vector3.Distance(pos1b, pos2b);

         

         if (zoom == 0 || zoom > 10)
         {
             return;
         }

         camera.transform.position = Vector3.LerpUnclamped(pos1, camera.transform.position, 1 / zoom);

         if(rotate && pos2b != pos2)
         {
             camera.transform.RotateAround(pos1, plane.normal, Vector3.SignedAngle(pos2 - pos1, pos2b - pos1b, plane.normal));
         }
     }

 }

 protected Vector3 PlanePosition(Vector2 screenPos)
 {
     var rayNow = camera.ScreenPointToRay(screenPos);
     if (plane.Raycast(rayNow, out var enterNow))
     {
         return rayNow.GetPoint(enterNow);
     }
     return Vector3.zero;
 }

 protected Vector3 PlanePositionDelta(Touch touch)
 {
     if(touch.phase != TouchPhase.Moved)
     {
         return Vector3.zero;
     }

     var rayBefore = camera.ScreenPointToRay(touch.position - touch.deltaPosition);
     var rayNow = camera.ScreenPointToRay(touch.position);

     if(plane.Raycast(rayBefore, out var enterBefore) && plane.Raycast(rayNow, out var enterNow))
     {
         return rayBefore.GetPoint(enterBefore) - rayNow.GetPoint(enterNow);
     }

     return Vector3.zero;
 }

}

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