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Question by gheeler · Jul 11, 2013 at 02:01 PM · rotaterollpitchyaw

pitch camera up and down...

I have to be doing something wrong here but i just cant work it out..

 Camera.main.transform.RotateAround(xAxis, Input.touches[touchNum].deltaPosition.y * Time.deltaTime);

xAxis being (1,0,0).

this line of code should track a particular touch's up and down movement and rotate in the yz plane around the x-axis but it is rolling the camera instead (around the z-axis)

trying the same code with (0,0,1) is pitching the camera however there is also some unexpected roll...

The same call using (0,1,0) yaws the camera as expected.

I cant understand whats going on here.. any ideas?

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avatar image robertbu · Jul 11, 2013 at 02:31 PM 0
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One issue is that you are using a undocumented version of RotateAround(). If I remember correctly, this one uses radians. Switch to the three parameter version. Or if you are trying to do an Angle/Axis rotation, switch to the Angle/Axis version of Rotate().

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Answer by gheeler · Jul 11, 2013 at 03:02 PM

even using rotate it was acting weird. i just calculated my desired angle and set it myself

 Vector3 rotation = new Vector3(Camera.main.transform.eulerAngles.x + Input.touches[touchNum].deltaPosition.y * Time.deltaTime,
                                             Camera.main.transform.eulerAngles.y + Input.touches[touchNum].deltaPosition.x * Time.deltaTime, 0);
             
             Camera.main.transform.localEulerAngles = rotation;
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