Wayback Machinekoobas.hobune.stream
May JUN Jul
Previous capture 14 Next capture
2021 2022 2023
2 captures
13 Jun 22 - 14 Jun 22
sparklines
Close Help
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
  • Asset Store
  • Get Unity

UNITY ACCOUNT

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account
  • Blog
  • Forums
  • Answers
  • Evangelists
  • User Groups
  • Beta Program
  • Advisory Panel

Navigation

  • Home
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
    • Blog
    • Forums
    • Answers
    • Evangelists
    • User Groups
    • Beta Program
    • Advisory Panel

Unity account

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account

Language

  • Chinese
  • Spanish
  • Japanese
  • Korean
  • Portuguese
  • Ask a question
  • Spaces
    • Default
    • Help Room
    • META
    • Moderators
    • Topics
    • Questions
    • Users
    • Badges
  • Home /
avatar image
0
Question by awplays49 · Dec 25, 2014 at 02:25 AM · vector3quaternionangleslerp

making a camera that moves depending on mousepos.y

So im trying to make it so when the mouse moves down, the camera moves from above the player looking down, to backwards, downwards, and still looking at the player.

 using UnityEngine;
 using System.Collections;
 
 public class CameraController : MonoBehaviour {
     
     public int Sensitivity;
     
     private float MouseY;
     private float MouseYSet;
     private float CameraAngle;
 
     public GameObject CameraTarget;
     
     void Start () {
         
     }
     
     void Update () {
         // Rotation controls
         MouseY += Input.GetAxisRaw ("Mouse Y");
         transform.localRotation = Quaternion.Euler (Mathf.Clamp (transform.localRotation.x, -90, 90), transform.localRotation.y, transform.localRotation.z);
         transform.localPosition = new Vector3 (transform.localPosition.x, Mathf.Clamp (transform.localPosition.y, CameraTarget.transform.localPosition.y, CameraTarget.transform.localPosition.y + 50), Mathf.Clamp (transform.localPosition.z, CameraTarget.transform.localPosition.z, CameraTarget.transform.localPosition.z + 50));
         CameraAngle = Vector3.Angle (transform.position, CameraTarget.transform.position);
         if (MouseYSet != MouseY)
         {
             transform.localRotation = Quaternion.Slerp (Quaternion.Euler (transform.localRotation.x, transform.localRotation.y, transform.localRotation.z), Quaternion.Euler (transform.localRotation.x - (MouseY - MouseYSet), transform.localRotation.y, transform.localRotation.z), (MouseY - MouseYSet) * Sensitivity * 10 * Time.deltaTime);
             transform.localPosition = Vector3.Slerp (new Vector3 (transform.localPosition.x, transform.localPosition.y, transform.localPosition.z), new Vector3 (CameraTarget.transform.position.x, transform.position.y - (MouseY - MouseYSet), CameraTarget.transform.position.z), (MouseY - MouseYSet) * Sensitivity * 10 * Time.deltaTime);
             MouseYSet = MouseY;
         }
     }
 }
Comment
Add comment · Show 8
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users
avatar image awplays49 · Dec 25, 2014 at 02:26 AM 0
Share

@Bored $$anonymous$$ormon I cold use your expertise

avatar image Wisearn · Dec 25, 2014 at 02:40 PM 0
Share

Explain what your problem is, what exactly is not working?

Is your code not doing anything at all or is it working a bit?

avatar image Wisearn · Dec 25, 2014 at 02:42 PM 0
Share

$$anonymous$$y initial thought to this would be to use ".LookAt(" to keep the focus on the player, and to use ".RotateAround(" with the mouse axis.

avatar image awplays49 · Dec 25, 2014 at 09:33 PM 0
Share

its shaking

avatar image Wisearn · Dec 25, 2014 at 10:59 PM 0
Share

It's shaking how exactly? Does it shake side-to-side or just when you move it up and down?

Besides the shaking everything works as it should?

Show more comments

0 Replies

· Add your reply
  • Sort: 

Your answer

Hint: You can notify a user about this post by typing @username

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Follow this Question

Answers Answers and Comments

27 People are following this question.

avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image

Related Questions

Multiple Cars not working 1 Answer

Angles from quaternion/vector Problem. 2 Answers

how to convert the angle to roatation? 1 Answer

Rotate vector around vector? 2 Answers

Raycasting at an offset angle? 4 Answers


Enterprise
Social Q&A

Social
Subscribe on YouTube social-youtube Follow on LinkedIn social-linkedin Follow on Twitter social-twitter Follow on Facebook social-facebook Follow on Instagram social-instagram

Footer

  • Purchase
    • Products
    • Subscription
    • Asset Store
    • Unity Gear
    • Resellers
  • Education
    • Students
    • Educators
    • Certification
    • Learn
    • Center of Excellence
  • Download
    • Unity
    • Beta Program
  • Unity Labs
    • Labs
    • Publications
  • Resources
    • Learn platform
    • Community
    • Documentation
    • Unity QA
    • FAQ
    • Services Status
    • Connect
  • About Unity
    • About Us
    • Blog
    • Events
    • Careers
    • Contact
    • Press
    • Partners
    • Affiliates
    • Security
Copyright © 2020 Unity Technologies
  • Legal
  • Privacy Policy
  • Cookies
  • Do Not Sell My Personal Information
  • Cookies Settings
"Unity", Unity logos, and other Unity trademarks are trademarks or registered trademarks of Unity Technologies or its affiliates in the U.S. and elsewhere (more info here). Other names or brands are trademarks of their respective owners.
  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges