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Question by Lyxodius · Jun 17, 2018 at 06:38 PM · cameraquaterniontransform.positiontransform.rotationtransform.lookat

Vertical Camera Orbit

Hi everyone!

I'm trying to get a camera to orbit around an object. It always works horizontally, but I can't get it to work vertically. This is the code that makes it work horizontally only (although jaggy):

 using UnityEngine;
 
 public class CameraController : MonoBehaviour
 {
     public GameObject player;
     public float rotationSpeed;
 
     private Vector3 offset;
 
     void Start()
     {
         offset = transform.position - player.transform.position;
     }
 
     void LateUpdate()
     {
         Quaternion cameraTurnAngle = Quaternion.AngleAxis(Input.GetAxis("Mouse X") * rotationSpeed, Vector3.up);
 
         offset = cameraTurnAngle * offset;
 
         transform.position = player.transform.position + offset;
         transform.LookAt(player.transform);
     }
 }

I tried doing it the same way vertically, but it only works as long as I don't orbit horizontally. If I do that, the camera will rotate around an axis parallel to the object. The horizontal rotation still works in that case though. I feel like I somehow need to take the horizontal rotation into account while doing the vertical rotation, because it needs to be a combination of y and z rotation at that point. How can I do this?

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