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Question by Carson365 · Jan 03, 2018 at 10:30 PM · c#camerarotatesmooth

Smooth Camera Rotate

Can anyone help and give me code for smoothly rotating a camera 180 degrees. Thanks.

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Answer by OneCept-Games · Jan 03, 2018 at 10:43 PM

Use the Lerp functions around the Camera rotation Y axis. Or use a Tween asset, like DOTween.

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Answer by Carson365 · Jan 03, 2018 at 10:46 PM

I'm new to coding so I'm not sure how to do that. Could you please give me a little bit of code to get started? Thanks.

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avatar image OneCept-Games · Jan 03, 2018 at 10:58 PM 0
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         // Save the original rotation
         Quaternion OrgRotation = Camera.main.transform.rotation;
         Quaternion rotation = new Quaternion(x,y,z,w);
         // Do your stuff here
         Camera.main.transform.rotation = Quaternion.Lerp(OrgRotation, rotation, 0.5f);
avatar image Carson365 · Jan 03, 2018 at 10:59 PM 0
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using System.Collections; using System.Collections.Generic; using UnityEngine;

public class SettingsSign : $$anonymous$$onoBehaviour {

 public Camera cam;

 Vector3 orgRotation = new Vector3 (6.395f, -89.965f, 0.0f);

 void Start () {
     cam = GetComponent<Camera>();
 }

 void Update () {
     
 }

 void On$$anonymous$$ouseDown () {
     orgRotation = camera.transform.rotation.eulerAngles;
     Quaternion rotation = orgRotation;
     cam.transform.rotation = Quaternion.Lerp (orgRotation, Quaternion.Euler (rotation), 0.5f);
 }

}

I'm getting errors. What is wrong?

avatar image OneCept-Games Carson365 · Jan 03, 2018 at 11:03 PM 0
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Sorry, I edited it. The point is to make a new Quaternion you can rotate to. I just pasted x,y,z,w, but you can build this up in various depending on where you want to turn your camera.

avatar image Carson365 · Jan 03, 2018 at 11:07 PM 0
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ugh sorry. I don't quite understand still since I am a beginner. Anymore information you can tell me? Thanks.

avatar image OneCept-Games Carson365 · Jan 03, 2018 at 11:11 PM 0
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ok. Try pasting this in:

                  // Save the original rotation
                  Quaternion OrgRotation = Camera.main.transform.rotation;
                  Quaternion rotation = new Quaternion(OrgRotation.x,OrgRotation.y+180,OrgRotation.z,OrgRotation.w);
                  // Do your stuff here
                  Camera.main.transform.rotation = Quaternion.Lerp(OrgRotation, rotation, 0.5f);

WHY does paste code not always work!!! Grrrr!

avatar image Carson365 · Jan 03, 2018 at 11:24 PM 0
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So I got it to work, but there is a problem Is there a way to make it, I guess smoothly rotate to that position. Where the camera actually rotates to it and doesn't automatically go to the new position? I'm not sure if this code is suppose to do that or not, but just wondering how to do it. Thanks

avatar image OneCept-Games Carson365 · Jan 03, 2018 at 11:30 PM 0
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try use more time to rotate, like 2 seconds.
You can build a much more advanced Camera rotation. This is a very simple one. $$anonymous$$aybe download DOTween asset and try some of the Camera tweeting methods.
Also play with Slerp()

avatar image Carson365 · Jan 03, 2018 at 11:37 PM 0
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Hmm. If I make it 2 seconds (where you put 0.5f), it still just jumps to place. Is it suppose to be rotating to that rotation or just jump there?

avatar image OneCept-Games Carson365 · Jan 04, 2018 at 01:55 PM 0
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Let's try another approach:

  // $$anonymous$$aximum turn rate in degrees per second.
  public float turningRate = 30f; 
  // Rotation we should blend towards.
  private Quaternion _targetRotation = Quaternion.identity;
  // Call this when you want to turn the object smoothly.
  public void SetBlendedEulerAngles(Vector3 angles)
  {
    _targetRotation = Quaternion.Euler(angles);
  }
  
  private void Update()
  {
     // Turn towards our target rotation.
     transform.rotation = Quaternion.RotateTowards(transform.rotation, _targetRotation, turningRate * Time.deltaTime);
  }

Attach the above functions to your Camera script, and call SetBlendedEularAngles when ever you want to rotate your Camera in any direction.

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