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Question by nerdares · Nov 01, 2020 at 01:50 AM · cameramovementtransformcamera-movementtransform.position

How to make camera move like it does in the scene viewport?

I want to make my main camera move around like it does in the inspector window.

  • When middle mouse button is held, pan the camera left and right, regardless of rotation

  • When the scroll wheel is moving up, zoom forward. When scroll is moving down, zoom back, regardless of rotation

  • When right mouse button is held, rotate the camera on its own axis on x and y

You can see that I made emphasized "regardless of rotation." Currently, I have a script that quickly gets the job done. However, If I rotate so that my camera is rotated 90 degrees to the right for example, the code doesn't work as anticipated, like the panning for example.

I understand that this is the issue because I am strictly modifying the x and y values of the transform's position. However, when rotating an object, my panning logic still moves the camera on the x and y axis-- which is wrong since "left/right, up/down" change when rotating.

What can I do to fix this?

Here's my script:

 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 
 public class MoveCamera: MonoBehaviour
 {
  
     // Panning fields
     private const float speed = 0.5f;
 
     // Start is called before the first frame update
     void Start()
     {
     }
 
     // Update is called once per frame
     void Update()
     {
 
         // Panning
         if(Input.GetMouseButton(2))
         {
             // Get the mouse movement value in x and y, and apply it to our camera's position
             float dx = -Input.GetAxisRaw("Mouse X") * speed;
             float dy = -Input.GetAxisRaw("Mouse Y") * speed;
 
             transform.localPosition += new Vector3(dx, dy, 0.0f);
         }
 
         // Zooming
         transform.position += new Vector3(0.0f, 0.0f, Input.GetAxisRaw("Mouse ScrollWheel") * speed * 2.0f);
 
         // Rotation
         if(Input.GetMouseButton(1))
         {
             float rx = Input.GetAxisRaw("Mouse Y") * speed * 2.0f;
             float ry = -Input.GetAxisRaw("Mouse X") * speed * 2.0f;
             Vector3 temp = transform.eulerAngles;
             temp.x = transform.eulerAngles.x + rx;
             temp.y = transform.eulerAngles.y + ry;
             transform.eulerAngles = temp;
         }
     }
 }
 




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