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Question by Jake6192 · Nov 25, 2015 at 03:12 PM · unity 5collisionroll a ballmouse orbit

orbiting mouse controlled camera goes through terrain

i have a custom roll-a-ball game with a mouse orbiting camera and im having serious issues with it. basically, whenever the player nears something with a collider (i.e. a wall or a tree or rock etc...), then the camera inverts it's coords and either goes outside of the map or inside of the player. I have looked at the following thread and tried that solution but couldn't get that working so maybe someone on here could help me out, thanks. http://answers.unity3d.com/questions/750104/orbiting-mouse-controlled-camera-goes-thru-terrain.html

 using UnityEngine;
 using System.Collections;
 
 public class CameraController : MonoBehaviour
 {
 
     public GameObject player;
     private Camera camera;
 
     public Transform target;
     public float distance = 10.0f;
     public float xSpeed = 120.0f;
     public float ySpeed = 120.0f;
 
     public float yMinLimit = 20.0f;
     public float yMaxLimit = 150.0f;
 
     public float distanceMin = 5.0f;
     public float distanceMax = 15f;
 
     private Rigidbody rigidbody;
 
     float x = 0.0f;
     float y = 0.0f;
 
     private Vector3 offset;
 
     // Use this for initialization
     void Start()
     {
         Vector3 angles = transform.eulerAngles;
         x = angles.y;
         y = angles.x;
 
         camera = GetComponent<Camera>();
 
         rigidbody = GetComponent<Rigidbody>();
 
         // Make the rigid body not change rotation
         if (rigidbody != null)
         {
             rigidbody.freezeRotation = true;
         }
 
 
         Vector3 v = new Vector3(0.0f, 0.0f, 5);
 
 
         offset = transform.position - (player.transform.position - v);
     }
 
     // Update is called once per frame
     void LateUpdate()
     {
         Debug.Log(camera.transform.position);
 
         transform.position = player.transform.position + offset;
         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);
     }
 }

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