Maintaining Camera Rotation between modes
I am creating a custom camera to view a 3D object. The camera is normally a fly cam but on drag of an object, I want the camera to orbit the object. I have achieved this already but the camera jumps between rotations when swapping between the modes reseting to the previous rotation value. How would I smooth this so the camera maintains the same rotation after orbit and the user can continue on the fly cam mode from this rotation. Here is my code:
if (!rotateToggle)
{
if (Input.GetMouseButton(0)){
rotationX += Input.GetAxis("Mouse X") * cameraSensitivity * Time.deltaTime;
rotationY += Input.GetAxis("Mouse Y") * cameraSensitivity * Time.deltaTime;
}
rotationY = Mathf.Clamp(rotationY, -90, 90);
transform.localRotation = Quaternion.AngleAxis(rotationX, Vector3.up);
transform.localRotation *= Quaternion.AngleAxis(rotationY, Vector3.left);
if (Input.GetKey(KeyCode.LeftShift) || Input.GetKey(KeyCode.RightShift))
{
cameraSpeed = 150f;
}
else
{
cameraSpeed = 50f;
}
transform.position += transform.forward * cameraSpeed * Input.GetAxis("Vertical") * Time.deltaTime;
transform.position += transform.right * cameraSpeed * Input.GetAxis("Horizontal") * Time.deltaTime;
}else{
rotationX = Input.GetAxis("Mouse X") * RotateAmount;
rotationY = Input.GetAxis("Mouse Y") * RotateAmount;
Vector3 angles = transform.eulerAngles;
angles.z = 0;
transform.eulerAngles = angles;
transform.RotateAround(rotationTarget.position, Vector3.up, rotationX);
transform.RotateAround(rotationTarget.position, Vector3.left, -rotationY);
transform.LookAt(rotationTarget);
}
rotateToggle is true when the user is dragging the object and rotationTarget is the orbit target's transform.
Your answer
Follow this Question
Related Questions
Creating a camera controller for isometric view - Positioning the camera 1 Answer
Make camera rotate around sphere in all directions 0 Answers
AngleAxis and MoveRotation not rotating around the object 0 Answers
Movement in the direction the user is facing with arrow keys 0 Answers
Record and replay movement 0 Answers