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Question by LSnake2001 · Jan 17, 2012 at 09:51 PM · animationlerpmouseorbit

Applying lerp to MouseOrbit

I'm trying to add lerp to the MouseOrbit script that is shipped with Unity. I want to make it so when the mouse button is released the camera progressively returns to a stand still rather than just stopping as soon as the mouse button is released. So far I have managed to make the Speed value lerp as I can see it return to 0 over the given time in the inspector but there is no visible effect in game. I'm assuming there is a conflict between the Speed, Lerp and how the x/y values are mapped to the mouse axis.

Here is my code;

 var target : Transform;
 var distance = 10.0;
 var lerpSpeed = 5.0;
 var Speed = 250.0;
 //var ySpeed = 120.0;
 
 var yMinLimit = -20;
 var yMaxLimit = 80;
 
 private var x = 0.0;
 private var y = 0.0;
 private var avgSpeed = new Vector3();
 private var dragging = false;
 
 @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 Update(){
     if(Input.GetButton ("Fire1"))dragging = true;
     
     if(!dragging){
             var i = Time.deltaTime * lerpSpeed;
             Speed = Mathf.Lerp(Speed, 0, i);
     }
 }
 
 function LateUpdate () {
     if (target&&Input.GetButton ("Fire1")&&dragging){
     
         Speed = 250.00;
     
         x += Input.GetAxis("Mouse X") * Speed * 0.02;
         y -= Input.GetAxis("Mouse Y") * Speed * 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;
     }else{
         dragging = false;
         }
 }
 
 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);
 }

Any help is greatly appreciated.

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Answer by deadshot · Oct 22, 2014 at 06:22 AM

using UnityEngine; using UnityEngine; using System.Collections;

//[AddComponentMenu("Camera-Control/Mouse drag Orbit with zoom")] public class rotateonmouse : 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;
 
  public float smoothTime = 2f;
 
  float rotationYAxis = 0.0f;
  float rotationXAxis = 0.0f;
 
  float velocityX = 0.0f;
  float velocityY = 0.0f;
 
  // Use this for initialization
  void Start()
  {
      Vector3 angles = transform.eulerAngles;
      rotationYAxis = angles.y;
      rotationXAxis = angles.x;
 
      // Make the rigid body not change rotation
      if (rigidbody)
      {
          rigidbody.freezeRotation = true;
      }
  }
 
  void LateUpdate()
  {
      if (target)
      {
          if (Input.GetMouseButton(1))
          {
              velocityX += xSpeed * Input.GetAxis("Mouse X") * 0.02f;
              velocityY += ySpeed * Input.GetAxis("Mouse Y") * 0.02f;
          }
 
          rotationYAxis += velocityX;
          rotationXAxis -= velocityY;
 
          rotationXAxis = ClampAngle(rotationXAxis, yMinLimit, yMaxLimit);
 
          Quaternion fromRotation = Quaternion.Euler(transform.rotation.eulerAngles.x, transform.rotation.eulerAngles.y, 0);
          Quaternion toRotation = Quaternion.Euler(rotationXAxis, rotationYAxis, 0);
          Quaternion rotation = toRotation;
          
          
 
         
          Vector3 negDistance = new Vector3(0.0f, 0.0f, -distance);
          Vector3 position = rotation * negDistance + target.position;
          
          transform.rotation = rotation;
          transform.position = position;
 
          velocityX = Mathf.Lerp(velocityX, 0, Time.deltaTime * smoothTime);
          velocityY = Mathf.Lerp(velocityY, 0, Time.deltaTime * smoothTime);
      }
 
  }
 
  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);
  }

}

this should do it

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