Wayback Machinekoobas.hobune.stream
May JUN Jul
Previous capture 14 Next capture
2021 2022 2023
2 captures
12 Jun 22 - 14 Jun 22
sparklines
Close Help
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
  • Asset Store
  • Get Unity

UNITY ACCOUNT

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account
  • Blog
  • Forums
  • Answers
  • Evangelists
  • User Groups
  • Beta Program
  • Advisory Panel

Navigation

  • Home
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
    • Blog
    • Forums
    • Answers
    • Evangelists
    • User Groups
    • Beta Program
    • Advisory Panel

Unity account

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account

Language

  • Chinese
  • Spanish
  • Japanese
  • Korean
  • Portuguese
  • Ask a question
  • Spaces
    • Default
    • Help Room
    • META
    • Moderators
    • Topics
    • Questions
    • Users
    • Badges
  • Home /
avatar image
0
Question by SuperSparkplug · Feb 12, 2017 at 06:50 AM · mobilecamera-movementcamera rotatetouch controls

Adapting camera movement to touch input

Hello, I've been learning about how to develop for mobile lately. I have a script very similar to Unity's standard FPS MouseLook Script and wanted to add limited camera rotation by tapping and dragging. I had this working for standard Mouse controls, but I just hacked together a way to get the touch controls somewhat working (incorrectly) but that seems to have caused issues with the mouse controls as well. The touch controls are also not translating well into rotating the camera and is giving me very awkward angles. I'm not sure exactly what to do about all of this. Here's my code.

 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 
 [RequireComponent(typeof(CameraRig))]
 public class MousePOV : MonoBehaviour {
 
     public float XSensitivity = 2f;
     public float YSensitivity = 2f;
     public bool clampVerticalRotation = true;
     public float MinimumX = -90F;
     public float MaximumX = 90F;
     public bool smooth;
     public float smoothTime = 5f;
     public bool lockCursor = true;
 
     private Quaternion yAxis;
     private Quaternion xAxis;
     private bool m_cursorIsLocked = true;
     private CameraRig rig;
 
     void Start () {
         rig = GetComponent<CameraRig> ();
     }
 
     void Update() {
         //Mouse Version. Used to work fine
         if(Input.GetMouseButton(0) && (Input.GetAxis ("Mouse X") != 0 || Input.GetAxis ("Mouse Y") != 0)){
             yAxis = rig.y_axis.localRotation;
             xAxis = rig.x_axis.localRotation;
             LookRotation ();
         }
             //Touch Screen Version. Controls don't work very well.
         if (Input.touchCount == 1) {
             Touch touch = Input.GetTouch(0);
             xAxis = Quaternion.Euler (0f, (touch.position.y*0.10f),0);
             yAxis = Quaternion.Euler ((touch.position.x*0.10f), 0f,0);
             LookRotation ();
         }
     }
 
     public void LookRotation()
     {
         float yRot = Input.GetAxis("Horizontal") * XSensitivity;
         float xRot = Input.GetAxis("Vertical") * YSensitivity;
 
         yAxis *= Quaternion.Euler (0f, yRot, 0f);
         xAxis *= Quaternion.Euler (-xRot, 0f, 0f);
 
         if(clampVerticalRotation)
             xAxis = ClampRotationAroundXAxis (xAxis);
 
         if(smooth)
         {
             rig.y_axis.localRotation = Quaternion.Slerp (rig.y_axis.localRotation, yAxis,
                 smoothTime * Time.deltaTime);
             rig.x_axis.localRotation = Quaternion.Slerp (rig.x_axis.localRotation, xAxis,
                 smoothTime * Time.deltaTime);
         }
         else
         {
             rig.y_axis.localRotation = yAxis;
             rig.x_axis.localRotation = xAxis;
         }
 
         UpdateCursorLock();
     }
 
     public void SetCursorLock(bool value)
     {
         lockCursor = value;
         if(!lockCursor)
         {//we force unlock the cursor if the user disable the cursor locking helper
             Cursor.lockState = CursorLockMode.None;
             Cursor.visible = true;
         }
     }
 
     public void UpdateCursorLock()
     {
         //if the user set "lockCursor" we check & properly lock the cursos
         if (lockCursor)
             InternalLockUpdate();
     }
 
     private void InternalLockUpdate()
     {
         if(Input.GetKeyUp(KeyCode.Escape))
         {
             m_cursorIsLocked = false;
         }
         else if(Input.GetMouseButtonUp(0))
         {
             m_cursorIsLocked = true;
         }
 
         if (m_cursorIsLocked)
         {
             Cursor.lockState = CursorLockMode.Locked;
             Cursor.visible = false;
         }
         else if (!m_cursorIsLocked)
         {
             Cursor.lockState = CursorLockMode.None;
             Cursor.visible = true;
         }
     }
 
     Quaternion ClampRotationAroundXAxis(Quaternion q)
     {
         q.x /= q.w;
         q.y /= q.w;
         q.z /= q.w;
         q.w = 1.0f;
 
         float angleX = 2.0f * Mathf.Rad2Deg * Mathf.Atan (q.x);
 
         angleX = Mathf.Clamp (angleX, MinimumX, MaximumX);
 
         q.x = Mathf.Tan (0.5f * Mathf.Deg2Rad * angleX);
 
         return q;
     }
 }
 

Any ideas?

Comment
Add comment · Show 1
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users
avatar image oStaiko · Feb 12, 2017 at 08:07 AM 0
Share

What I usually do is shove a joystick somewhere. Basically, the position of the current touch relative to the center of the joystick can be turned in to x/y vectors, which give you your horizontal/vertical input, which is then applied the same way as you would with arrow keys or an actual joystick.

0 Replies

· Add your reply
  • Sort: 

Your answer

Hint: You can notify a user about this post by typing @username

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Follow this Question

Answers Answers and Comments

85 People are following this question.

avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image

Related Questions

Is there a way by which we could control/move Cinemachine FreeLook Camera using TouchField/TouchInput for mobile? 1 Answer

Control camera with touch field for mobile game 0 Answers

I need an help with my Touch camera please :( 0 Answers

Rotate camera but view should be static 0 Answers

Change a float value with the horizontal axis? 1 Answer


Enterprise
Social Q&A

Social
Subscribe on YouTube social-youtube Follow on LinkedIn social-linkedin Follow on Twitter social-twitter Follow on Facebook social-facebook Follow on Instagram social-instagram

Footer

  • Purchase
    • Products
    • Subscription
    • Asset Store
    • Unity Gear
    • Resellers
  • Education
    • Students
    • Educators
    • Certification
    • Learn
    • Center of Excellence
  • Download
    • Unity
    • Beta Program
  • Unity Labs
    • Labs
    • Publications
  • Resources
    • Learn platform
    • Community
    • Documentation
    • Unity QA
    • FAQ
    • Services Status
    • Connect
  • About Unity
    • About Us
    • Blog
    • Events
    • Careers
    • Contact
    • Press
    • Partners
    • Affiliates
    • Security
Copyright © 2020 Unity Technologies
  • Legal
  • Privacy Policy
  • Cookies
  • Do Not Sell My Personal Information
  • Cookies Settings
"Unity", Unity logos, and other Unity trademarks are trademarks or registered trademarks of Unity Technologies or its affiliates in the U.S. and elsewhere (more info here). Other names or brands are trademarks of their respective owners.
  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges