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Question by CraftyMaelyss · May 04, 2020 at 01:33 PM · c#unity 5mouseorbit

Mouse Orbit camera keeps zooming into player model

As the title says, I'm using the Improved Mouse Orbit script, but I have a frustrating problem, where with every movement forward, the camera will rapidly zoom into the player, until the camera is inside of the player.

I've re-read the code over, but I'm not skilled yet to spot which line is causing the problem. I have a minimum distance set, however it makes no difference in the slightest.

 using UnityEngine;
 using System.Collections;
 using UnityEngine;
 
 [AddComponentMenu("Camera-Control/Mouse Orbit with zoom")]
 public class MouseOrbitImproved : MonoBehaviour
 {
 
     public Transform target;
     public float distance = 5.0f;
     public float xSpeed = 120.0f;
     public float ySpeed = 120.0f;
 
     public float yMinLimit = -20f;
     public float yMaxLimit = 80f;
 
     public float distanceMin = .5f;
     public float distanceMax = 15f;
 
     private Rigidbody rigidbody;
 
     float x = 0.0f;
     float y = 0.0f;
 
     // Use this for initialization
     void Start()
     {
         Vector3 angles = transform.eulerAngles;
         x = angles.y;
         y = angles.x;
 
         rigidbody = GetComponent<Rigidbody>();
 
         // Make the rigid body not change rotation
         if (rigidbody != null)
         {
             rigidbody.freezeRotation = true;
         }
     }
 
     void LateUpdate()
     {
         if (target)
         {
             x += Input.GetAxis("Mouse X") * xSpeed * distance * 0.02f;
             y -= Input.GetAxis("Mouse Y") * ySpeed * 0.02f;
 
             y = ClampAngle(y, yMinLimit, yMaxLimit);
 
             Quaternion rotation = Quaternion.Euler(y, x, 0);
 
             distance = Mathf.Clamp(distance - Input.GetAxis("Mouse ScrollWheel") * 5, distanceMin, distanceMax);
 
             RaycastHit hit;
             if (Physics.Linecast(target.position, transform.position, out hit))
             {
                 distance -= hit.distance;
             }
             Vector3 negDistance = new Vector3(0.0f, 0.0f, -distance);
             Vector3 position = rotation * negDistance + target.position;
 
             transform.rotation = rotation;
             transform.position = position;
         }
     }
 
     public static float ClampAngle(float angle, float min, float max)
     {
         if (angle < -360F)
             angle += 360F;
         if (angle > 360F)
             angle -= 360F;
         return Mathf.Clamp(angle, min, max);
     }
 }

Any ideas on what's happening here?

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Answer by CraftyMaelyss · May 04, 2020 at 02:06 PM

You need to comment out:

 if (Physics.Linecast(target.position, transform.position, out hit))
             {
                 distance -= hit.distance;
             }

As this was telling the camera to continually move forward after the player/target.

Hope this helps someone! :D

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