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Question by willbot · Sep 24, 2019 at 12:43 PM · cameraquaternioncamera-movementlookatpokemon

Buggy "Floor Drag" Camera

I'm attempting to implement a camera system similar to the Pokémon Go map, where a player taps the floor and "drags" it around a central point.

I have an empty GameObject centered to the player and a camera as a child. I'm Ray Tracing a touch from LateUpdate and passing a world coordinate to a script that uses a LookAt to point the object in the right direction. It's not working at all and I can't work out why. Could this be to do with Gimbal Lock?

Really stuck on this one.

 public void BeginDragCamera(Vector3 _worldPosition)
     {
 
         DebugPointer.transform.position = _worldPosition;
 
         beginDragRotOffset =  transform.rotation.eulerAngles.y + Quaternion.LookRotation(_worldPosition).eulerAngles.y;
 
         beginDragRotOffset %= 360;
 
         Mathf.Abs(beginDragRotOffset);
 
         Debug.Log("Inital camera rotation offset: " + beginDragRotOffset + " degrees.");
 
     }
 
     public void DragCamera(Vector3 _worldPosition)
     {
 
         float _targetRotation = Quaternion.LookRotation(_worldPosition).eulerAngles.y + beginDragRotOffset;
 
         _targetRotation %= 360;
 
         Mathf.Abs(_targetRotation);
 
         transform.eulerAngles = new Vector3(0, -_targetRotation, 0);
 
         Debug.Log("_targetRotation: "+_targetRotation);
 
         autoCamera = false;
 
     }

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