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Question by emir3100 · Aug 13, 2016 at 02:59 PM · camerapositionthird-person-camerawall collisionmouse orbit

mouse orbit

hello I have problem with my mouse orbit script:

var target : Transform; var distance = 3.0;

var xSpeed = 100.0; var ySpeed = 120.0;

var yMinLimit = -10; var yMaxLimit = 80;

private var x = 0.0; private var y = 0.0;

function Start () { var angles = transform.eulerAngles; x = angles.y; y = angles.x;

    if (GetComponent.<Rigidbody>())
     GetComponent.<Rigidbody>().freezeRotation = true;

}

function LateUpdate () { if (target) { x += Input.GetAxis("Mouse X") xSpeed distance 0.02; y -= Input.GetAxis("Mouse Y") ySpeed * 0.02;

      y = ClampAngle(y, yMinLimit, yMaxLimit);
 
     var rotation = Quaternion.Euler(y, x, 0);
 
     var hit : RaycastHit;
     if (Physics.Linecast (target.position, transform.position, hit))
     {
             distance -=  hit.distance;
     }
 
     var position = rotation * Vector3(0.0, 0.0, -distance) + target.position;
 
     transform.rotation = rotation;
     transform.position = position;
 }

}

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); }

So the problem is when my player goes near the wall the camera goes near the player and when I walk out from the wall the camera stays in the same position but its supposed to get back in normal position.

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