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Camera Rotating Around GameObject Bugs Out
So I have a script that rotates a cube around in the y-axis of a child camera. When the rotation goes to around 330+, the gameobject spins in the other direction. It uses the Mouse Orbit script included in the Standard Assets on Unity.
My Script:
#pragma strict
var speed : float;
var force : float = 150f;
var photonView : PhotonView;
var cameraPos : Transform;
function Start ()
{
Cursor.visible = false;
}
function Update ()
{
transform.rotation.y = cameraPos.transform.rotation.y;
if(photonView.isMine == true)
{
if(Input.GetKey(KeyCode.W))
{
transform.position += transform.forward * speed * Time.deltaTime;
}
if(Input.GetKey(KeyCode.S))
{
transform.position += -transform.forward * speed * Time.deltaTime;
}
if(Input.GetKey(KeyCode.A))
{
transform.position += -transform.right * speed * Time.deltaTime;
}
if(Input.GetKey(KeyCode.D))
{
transform.position += transform.right * speed * Time.deltaTime;
}
if(Input.GetKeyDown(KeyCode.Space))
{
GetComponent.<Rigidbody>().AddForce(transform.up * force);
}
}
if(Input.GetKeyDown(KeyCode.Escape) && Cursor.visible == false)
{
Cursor.visible = true;
}
else if(Input.GetKeyDown(KeyCode.Escape) && Cursor.visible == true)
{
Cursor.visible = false;
}
}
Mouse Orbit Script:
var target : Transform;
var distance = 10.0;
var xSpeed = 250.0;
var ySpeed = 120.0;
var yMinLimit = -20;
var yMaxLimit = 80;
private var x = 0.0;
private var y = 0.0;
@script AddComponentMenu("Camera-Control/Mouse Orbit")
function Start () {
var angles = transform.eulerAngles;
x = angles.y;
y = angles.x;
// Make the rigid body not change rotation
if (GetComponent.<Rigidbody>())
GetComponent.<Rigidbody>().freezeRotation = true;
}
function LateUpdate () {
if (target) {
x += Input.GetAxis("Mouse X") * xSpeed * 0.02;
y -= Input.GetAxis("Mouse Y") * ySpeed * 0.02;
y = ClampAngle(y, yMinLimit, yMaxLimit);
var rotation = Quaternion.Euler(y, x, 0);
var position = rotation * Vector3(0.0, 0.0, -distance) + target.position;
transform.rotation = rotation;
transform.position = position;
}
}
static function ClampAngle (angle : float, min : float, max : float) {
if (angle < -360)
angle += 360;
if (angle > 360)
angle -= 360;
return Mathf.Clamp (angle, min, max);
}
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