How can i rotate the camera with the mouse around the player? - c#

Now it's rotating in space i can rotate the camera around but not around the player. I want the camera to be rotating only around the player.
using UnityEngine;
using System.Collections;
public class CameraMover : MonoBehaviour
{
public float speedH = 2.0f;
public float speedV = 2.0f;
private float yaw = 0.0f;
private float pitch = 0.0f;
public Transform playerTransform;
public Transform mainCameraTransform = null;
private Vector3 cameraOffset = Vector3.zero;
public float turnSpeed = 3;
void Start()
{
mainCameraTransform = Camera.main.transform;
//Get camera-player Transform Offset that will be used to move the camera
cameraOffset = mainCameraTransform.position - playerTransform.position;
}
void LateUpdate()
{
//Move the camera to the position of the playerTransform with the offset that was saved in the begining
mainCameraTransform.position = playerTransform.position + cameraOffset;
yaw += speedH * Input.GetAxis("Mouse X");
pitch -= speedV * Input.GetAxis("Mouse Y");
mainCameraTransform.eulerAngles = new Vector3(pitch, yaw, 0.0f);
}
}
I'm using now eulerAngles for the rotation.

As mentioned in the comments you need to create a parent object for the camera, and rotate that object instead of the camera. Try this code:
using UnityEngine;
using System.Collections;
public class CameraMover : MonoBehaviour
{
public float speedH = 2.0f;
public float speedV = 2.0f;
private float yaw = 0.0f;
private float pitch = 0.0f;
public Transform playerTransform;
public Transform mainCameraTransform = null;
private Vector3 cameraOffset = Vector3.zero;
public float turnSpeed = 3;
// Create a camera parent object
GameObject cameraParent;
void Start()
{
cameraParent = new GameObject();
mainCameraTransform = Camera.main.transform;
//Get camera-player Transform Offset that will be used to move the camera
cameraOffset = mainCameraTransform.position - playerTransform.position;
// Position the camera parent to the player and add the camera as a child
cameraParent.transform.position = playerTransform.position;
mainCameraTransform.parent = cameraParent.transform;
}
void LateUpdate()
{
//Move the camera to the position of the playerTransform with the offset that was saved in the begining
//mainCameraTransform.position = playerTransform.position + cameraOffset;
yaw += speedH * Input.GetAxis("Mouse X");
pitch -= speedV * Input.GetAxis("Mouse Y");
// Rotate the camera parent instead of the camera
cameraParent.transform.eulerAngles = new Vector3(pitch, yaw, 0.0f);
}
}

Related

Camera Flickering when rotating around character

My camera is flickkering after rotating around a particular point. Can someone tell me what's the problem?
I have shared the image also, the image is flickkering a lot between scene frame and snipping tool frameenter image description here
using UnityEngine;
public class CameraFollowMain : MonoBehaviour
{
[SerializeField] private Transform target;
[SerializeField] private float camMotionSpeed = 2f;
[SerializeField] private float camDistance = 1.5f;
Vector3 offset;
// Start is called before the first frame update
void Start()
{
//gets the distance between 2 vectors in vector format.
offset = (transform.position + target.position).normalized * camDistance;
}
// Update is called once per frame
void FixedUpdate()
{
transform.position = target.position + offset;
offset = Quaternion.AngleAxis(Input.GetAxis("Mouse X") * camMotionSpeed, Vector3.up) * offset;
offset = Quaternion.AngleAxis(Input.GetAxis("Mouse Y") * camMotionSpeed, Vector3.right) * offset;
transform.LookAt(target.transform.position);
}
}
I have tried out this code and I was expecting the camera to rotate around the character like that in GTA5
The cause of "flickering" camera is "Gimbal lock" effect.
Gimbal lock is the loss of one degree of freedom in a
three-dimensional, three-gimbal mechanism that occurs when the axes of
two of the three gimbals are driven into a parallel configuration,
"locking" the system into rotation in a degenerate two-dimensional
space.
In this code, I don't handle obstacles, only follow and observe the target:
using UnityEngine;
public class CameraFollow : MonoBehaviour
{
[SerializeField] private Transform target;
[SerializeField] private float rotationSpeed = 5f;
[SerializeField] private float viewDistance = 1.5f;
[Range(-90f, 90f)]
[SerializeField] private float minVerticalAngle = -90f;
[Range(-90f, 90f)]
[SerializeField] private float maxVerticalAngle = 90f;
[SerializeField] private float rotationSensitive = 10000f;
[SerializeField] private float followingSensitive = 10000f;
[SerializeField] private float distanceMovementSensitive = 10f;
private Vector3 planarDirection;
private float targetVerticalAngle;
private Vector3 currentPosition;
private float currentDistance;
void Start()
{
planarDirection = Vector3.forward;
targetVerticalAngle = 0f;
currentPosition = target.position;
}
void Update()
{
var deltaTime = Time.deltaTime;
var rotationInput = new Vector3(Input.GetAxis("Mouse X"), Input.GetAxis("Mouse Y"), 0f);
var targetTransformUp = target.transform.rotation * Vector3.up;
var rotationFromInput = Quaternion.Euler(targetTransformUp * (rotationInput.x * rotationSpeed));
planarDirection = rotationFromInput * planarDirection;
planarDirection = Vector3.Cross(targetTransformUp, Vector3.Cross(planarDirection, targetTransformUp));
var planarRotation = Quaternion.LookRotation(planarDirection, targetTransformUp);
targetVerticalAngle -= (rotationInput.y * rotationSpeed);
targetVerticalAngle = Mathf.Clamp(targetVerticalAngle, minVerticalAngle, maxVerticalAngle);
var verticalRotation = Quaternion.Euler(targetVerticalAngle, 0, 0);
var targetRotation = Quaternion.Slerp(
transform.rotation,
planarRotation * verticalRotation,
1f - Mathf.Exp(-rotationSensitive * deltaTime));
transform.rotation = targetRotation;
currentPosition = Vector3.Lerp(currentPosition, target.position, 1f - Mathf.Exp(-followingSensitive * deltaTime));
currentDistance = Mathf.Lerp(currentDistance, viewDistance, 1 - Mathf.Exp(-distanceMovementSensitive * deltaTime));
transform.position = currentPosition - ((targetRotation * Vector3.forward) * currentDistance);
}
}

How to let camera's vertical rotation move the camera up and down?

I have a player in the game, which I can move using the keyboard and rotate only on the horizontal axis using the mouse. That means, I can aim only horizontally and I can not aim it up and down.
I have the Main Camera and another VM Camera from Cinemachine. The current state of the game is like this:
On the horizontal axis, I rotate the player, but on the vertical axis I only want the player's camera/FOV to be moved up and down.
My movement script attached to the player is:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class PlayerMovement : MonoBehaviour
{
public CharacterController characterController;
public float speed = 35f;
public Animator animator;
// camera and rotation
public Transform cameraHolder;
public float mouseSensitivity = 2f;
public float upLimit = 50;
public float downLimit = -50;
// gravity
private float gravity = 9.87f;
private float verticalSpeed = 0;
void Update()
{
Move();
Rotate();
}
public void Rotate()
{
float horizontalRotation = Input.GetAxis("Mouse X");
float verticalRotation = Input.GetAxis("Mouse Y");
transform.Rotate(0, horizontalRotation * mouseSensitivity, 0);
cameraHolder.Rotate(-verticalRotation * mouseSensitivity, 0, 0);
Vector3 currentRotation = cameraHolder.localEulerAngles;
if (currentRotation.x > 180) currentRotation.x -= 360;
currentRotation.x = Mathf.Clamp(currentRotation.x, upLimit, downLimit);
cameraHolder.localRotation = Quaternion.Euler(currentRotation);
}
private void Move()
{
float horizontalMove = Input.GetAxis("Horizontal");
float verticalMove = Input.GetAxis("Vertical");
if (characterController.isGrounded) verticalSpeed = 0;
else verticalSpeed -= gravity * Time.deltaTime;
Vector3 gravityMove = new Vector3(0, verticalSpeed, 0);
Vector3 move = transform.forward * verticalMove + transform.right * horizontalMove;
characterController.Move(speed * Time.deltaTime * move + gravityMove * Time.deltaTime);
}
}
This is the code i use, it works for me, it's super easy to implement, and stops moving the camera when you aren't focusing the game, is the script from one of Brackey's tutorials modified for this purpose:
using UnityEngine;
public class CameraController : MonoBehaviour
{
public PlayerController player;
public float sensitivity = 150f;
public float clampAngle = 85f;
public bool look = true;
private float verticalRotation;
private float horizontalRotation;
private void Start()
{
verticalRotation = transform.localEulerAngles.x;
horizontalRotation = player.transform.eulerAngles.y;
// Defines the state of the cursor
Cursor.lockState = CursorLockMode.Locked;
Cursor.visible = false;
}
private void Update()
{
// Looks around if the user is in the window
if (look)
{
Look();
}
Debug.DrawRay(transform.position, transform.forward * 2, Color.red);
// If the player presses ESC while in the game, it unlocks the cursor
if (look && Input.GetKeyDown(KeyCode.Escape))
{
look = false;
Cursor.lockState = CursorLockMode.None;
Cursor.visible = true;
}
else if (Input.GetMouseButtonDown(0) && !look)
{
look = true;
Cursor.lockState = CursorLockMode.Locked;
Cursor.visible = false;
}
}
private void Look()
{
float _mouseVertical = -Input.GetAxis("Mouse Y");
float _mouseHorizontal = Input.GetAxis("Mouse X");
verticalRotation += _mouseVertical * sensitivity * Time.deltaTime;
horizontalRotation += _mouseHorizontal * sensitivity * Time.deltaTime;
verticalRotation = Mathf.Clamp(verticalRotation, -clampAngle, clampAngle);
transform.localRotation = Quaternion.Euler(verticalRotation, 0f, 0f);
player.transform.rotation = Quaternion.Euler(0f, horizontalRotation, 0f);
}
}

Unity 3d movement not working with Camera direction

I have two scripts one is the MouseHandler and the other is the SimpleMovement. rotating the camera works and moving works however when the camera turns the movement doesn't go in that direction. E.G i turn the camera 90 degrees to the right but the forward doesn't change. The forward doesn't go to where the camera is facing. Sorry if i'm just being stupid. Any help would be appreciated
MouseHandler script:
public class MouseHandler : MonoBehaviour
{
// horizontal rotation speed
public float horizontalSpeed = 1f;
// vertical rotation speed
public float verticalSpeed = 1f;
private float xRotation = 0.0f;
private float yRotation = 0.0f;
private Camera cam;
void Start()
{
cam = Camera.main;
}
void Update()
{
float mouseX = Input.GetAxis("Mouse X") * horizontalSpeed;
float mouseY = Input.GetAxis("Mouse Y") * verticalSpeed;
yRotation += mouseX;
xRotation -= mouseY;
xRotation = Mathf.Clamp(xRotation, -90, 90);
cam.transform.eulerAngles = new Vector3(xRotation, yRotation, 0.0f);
}
}
SimpleMovement Script:
public class SimpleMovement : MonoBehaviour
{
CharacterController characterController;
public float MovementSpeed = 1;
public float Gravity = 9.8f;
private float velocity = 0;
private void Start()
{
characterController = GetComponent<CharacterController>();
}
void Update()
{
// player movement - forward, backward, left, right
float horizontal = Input.GetAxis("Horizontal") * MovementSpeed;
float vertical = Input.GetAxis("Vertical") * MovementSpeed;
characterController.Move((Vector3.right * horizontal + Vector3.forward * vertical) * Time.deltaTime);
// Gravity
if (characterController.isGrounded)
{
velocity = 0;
}
else
{
velocity -= Gravity * Time.deltaTime;
characterController.Move(new Vector3(0, velocity, 0));
}
}
}
First, get a reference to the main cmaera and cache it, because you're going to be referencing it frequently, and simply using Camera.main is a bit expensive:
private Camera mainCam;
...
private void Start()
{
characterController = GetComponent<CharacterController>();
mainCam = Camera.main;
}
Then, use mainCam.transform.right and mainCam.transform.forward but with the y set to 0 and normalized instead of Vector3.right and Vector3.forward. This will make the movement be based on the rotation of the camera:
float horizontal = Input.GetAxis("Horizontal") * MovementSpeed;
float vertical = Input.GetAxis("Vertical") * MovementSpeed;
Vector3 camRightFlat = new Vector3(mainCam.transform.right.x, 0f,
mainCam.transform.right.z).normalized;
Vector3 camForwardFlat = new Vector3(mainCam.transform.forward.x, 0f,
mainCam.transform.forward.z).normalized;
characterController.Move(
(camRightFlat * horizontal + camForwardFlat * vertical) * Time.deltaTime);
Altogether:
public class SimpleMovement : MonoBehaviour
{
CharacterController characterController;
public float MovementSpeed = 1;
public float Gravity = 9.8f;
private float velocity = 0;
private Camera mainCam;
private void Start()
{
characterController = GetComponent<CharacterController>();
mainCam = Camera.main;
}
void Update()
{
// player movement - forward, backward, left, right
float horizontal = Input.GetAxis("Horizontal") * MovementSpeed;
float vertical = Input.GetAxis("Vertical") * MovementSpeed;
Vector3 camRightFlat = new Vector3(mainCam.transform.right.x, 0f,
mainCam.transform.right.z).normalized;
Vector3 camForwardFlat = new Vector3(mainCam.transform.forward.x, 0f,
mainCam.transform.forward.z).normalized;
characterController.Move((camRightFlat * horizontal + camForwardFlat * vertical)
* Time.deltaTime);
// Gravity
if (characterController.isGrounded)
{
velocity = 0;
}
else
{
velocity -= Gravity * Time.deltaTime;
characterController.Move(new Vector3(0, velocity, 0));
}
}
}

Camera: How to stop the player turn up and down on y-axis in unity?

How can I stop the character turning and tilting with the camera in the y-axis? I mean I want to be able to look up and down without changing the player position. It's ok to have it turning around on the x-axis (left and right).
Here is the code:
using UnityEngine;
using System.Collections;
public class Actions : MonoBehaviour
{
public float speedH = 2.0f;
public float speedV = 2.0f;
private float yaw = 0.0f;
private float pitch = 2.0f;
private void Update()
{
yaw += speedH * Input.GetAxis("Mouse X");
pitch = Input.GetAxis("Mouse Y");
pitch = Mathf.Clamp(pitch, -30f, 45f);
transform.eulerAngles = new Vector3(pitch, yaw, 0.0f);
}
private void Start()
{
}
}
I would create an empty game object and parent the camera to it. Then I would use a script to move the obj to the player's position and then rotate the obj based on the mouse input axis.

Rotate Camera when touch unity 3d

Here it is. I have a human anatomy, and I would like to rotate the camera when I touch anywhere. but looking at the human anatomy. how can I do that :(
[https://www.youtube.com/watch?v=EfYeL2FYyyA&t=148s] this is what exactly I really wanted to please help me !
`
using UnityEngine;
using System.Collections;
[AddComponentMenu("Camera-Control/Mouse Orbit with zoom")]
public class MouseOrbitImproved : 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;
private Rigidbody rigidbody;
float x = 0.0f;
float y = 0.0f;
// Use this for initialization
void Start ()
{
Vector3 angles = transform.eulerAngles;
x = angles.y;
y = angles.x; rigidbody = GetComponent<Rigidbody>();
// Make the rigid body not change rotation
if (rigidbody != null)
{
rigidbody.freezeRotation = true;
}
}
void LateUpdate ()
{
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);
}}
You could use a trick instead of using too many "math" in this case.
There will be empty gameObjects in each of the element you want your camera to rotate around, lets call those "anchors"
When the element is selected, you simply make the camera child of the anchor.
And then if you just rotate the anchor, your camera will rotate because it is the child.
This will get the effect you want.
Here is a simple example from youtube, for rotating the object.
Here is another one from Unity answers.
Hope this helps! Cheers!

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