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Question by StarHunter32 · Mar 16, 2013 at 11:24 PM · camerarotationspeeddragorbit

Camera rotation on mouse drag?

Hello,

I'm trying to make an auto-orbit camera around an object.

What I couldn't find and figure out so far is the following: How to make the rotation be both directions depending on the dragging on the screen - when click and drag left to right the speed value to be positive (clockwise); when I click and drag right to left the value to be negative (anti-clockwise);.

Thanks a lot in advance!

var target : Transform; var distance = 2.0;

var xSpeed = 250.0; var ySpeed = 120.0;

var yMinLimit = 0.0; var yMaxLimit = 80;

var Speed : float = 0.14;

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 (rigidbody)
     rigidbody.freezeRotation = true;

}

function LateUpdate () {

 if (target && Input.GetMouseButton(0)) {
     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); }

function Update () {

transform.LookAt(target);

transform.position += transform.right Speed Time.deltaTime;

}

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Answer by robertbu · Mar 18, 2013 at 12:49 AM

You know there is a standard mouse orbit script? But to answer your question:

 var speed : float = 5.0;
 var target : Transform;
  
 function Update () {
     if (Input.GetMouseButton(0)) {
         transform.LookAt(target);
         transform.RotateAround(target.position, Vector3.up, Input.GetAxis("Mouse X")*speed);
     }
 }
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avatar image AlvinHerawan · Mar 19, 2013 at 02:44 AM 0
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This might have been asked before but how do I get the standard mouse orbit script? Thank you.

avatar image robertbu · Mar 19, 2013 at 03:23 AM 0
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From the Assets menu select Import Package/Scripts. It is one of the scripts that comes with the package.

avatar image StarHunter32 · Mar 19, 2013 at 08:51 AM 0
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Seems like working solution, but can not make it work and I'm sure it something on me.

avatar image robertbu · Mar 19, 2013 at 09:39 AM 0
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Attach the script to the camera, select the camera, drag the object you want to orbit from the hierarchy onto the "target" variable in the $$anonymous$$ouseOrbit script in the Inspector window.

avatar image StarHunter32 · Mar 19, 2013 at 12:10 PM 1
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Yes, I have an empty game object. What I can not do is make the code you kindly provided to work. The rotation is always still one way only. Should I remove or add something I'm missing here.

 var target : Transform;
 var distance = 2.0;
 
 var xSpeed = 180.0;
 var ySpeed = 90.0;
 
 var y$$anonymous$$inLimit = 0.0;
 var y$$anonymous$$axLimit = 80;
 
 var speed : float = 0.14;
 
 private var x = 0.0;
 private var y = 0.0;
 
 @script AddComponent$$anonymous$$enu("Camera-Control/$$anonymous$$ouse Orbit")
 
 function Start () {
     var angles = transform.eulerAngles;
     x = angles.y;
     y = angles.x;
 
     // $$anonymous$$ake the rigid body not change rotation
        if (rigidbody)
         rigidbody.freezeRotation = true;
 }
 
 function LateUpdate () {
 
     if (target && Input.Get$$anonymous$$ouseButton(0)) {
         x += Input.GetAxis("$$anonymous$$ouse X") * xSpeed * 0.02;
         y -= Input.GetAxis("$$anonymous$$ouse Y") * ySpeed * 0.02;
          
          y = ClampAngle(y, y$$anonymous$$inLimit, y$$anonymous$$axLimit);
                 
         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, $$anonymous$$ : float, max : float) {
     if (angle < -360)
         angle += 360;
     if (angle > 360)
         angle -= 360;
     return $$anonymous$$athf.Clamp (angle, $$anonymous$$, max);
 }
 
 function Update () {
  
 transform.LookAt(target);
  
 transform.position -= transform.right * speed * Time.deltaTime;
 
 if (Input.Get$$anonymous$$ouseButton(0)) {
 transform.LookAt(target);
 transform.RotateAround(target.position, Vector3.up, Input.GetAxis("$$anonymous$$ouse X")*speed);
 }
  
 }
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Answer by AlvinHerawan · Mar 19, 2013 at 02:44 AM

So far I've been exploring about camera scripting on the Asset Store. One solution I found was from the Camera Orbit Tool where you parent your camera to an empty game object and rotate that game object instead of the camera. This will give a distance between the camera and the object that the camera is orbiting.

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