I've got a camera script that I'm working on and I just cannot get the camera pan to work at all. It's recognising the input, but it's not moving the camera at all.
It was working at one point but it reset the camera upon zooming or rotating, now the zooming and rotating work perfectly. This issue was due to the function PositionRotation which you can find at the bottom.
using UnityEngine;
using UnityEngine.EventSystems;
using System.Collections;
[AddComponentMenu("Camera-Control/Mouse drag Orbit with zoom")]
public class DragMouseOrbit : 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;
public float smoothTime = 2f;
public float zoomFactor = 5f;
public float panFactor = 10f;
private Transform m_Transform;
float rotationYAxis = 0.0f;
float rotationXAxis = 0.0f;
float velocityX = 0.0f;
float velocityY = 0.0f;
// Use this for initialization
void Start()
{
Vector3 angles = transform.eulerAngles;
rotationYAxis = angles.y;
rotationXAxis = angles.x;
// Make the rigid body not change rotation
if (GetComponent<Rigidbody>())
{
GetComponent<Rigidbody>().freezeRotation = true;
}
}
void Update()
{
if (!EventSystem.current.IsPointerOverGameObject())
{
if(Input.GetMouseButton(0))
{
CameraRotate();
}
if(Input.GetMouseButton(1))
{
CameraPan();
}
if(Input.GetAxis("Mouse ScrollWheel") <= 0)
{
CameraZoom();
}
if (Input.GetAxis("Mouse ScrollWheel") >= 0)
{
CameraZoom();
}
}
}
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);
}
public void CameraRotate()
{
if (target)
{
velocityX += xSpeed * Input.GetAxis("Mouse X") * distance * 0.02f;
velocityY += ySpeed * Input.GetAxis("Mouse Y") * 0.02f;
}
rotationYAxis += velocityX;
rotationXAxis -= velocityY;
rotationXAxis = ClampAngle(rotationXAxis, yMinLimit, yMaxLimit);
PositionRotation();
}
public void CameraPan()
{
if (!EventSystem.current.IsPointerOverGameObject())
{
Debug.Log("right click has been pressed dumbfuck");
//transform.rotation = transform.rotation;
transform.Translate(Vector3.right * -Input.GetAxis("Mouse X") * panFactor);
transform.Translate(Vector3.forward * -Input.GetAxis("Mouse Y") * panFactor);
}
}
public void CameraZoom()
{
if (!EventSystem.current.IsPointerOverGameObject())
{
//transform.Translate(Vector3.forward * +Input.GetAxis("Mouse ScrollWheel") * zoomFactor);
PositionRotation();
distance = Mathf.Clamp(distance - Input.GetAxis("Mouse ScrollWheel") * zoomFactor, distanceMin, distanceMax);
RaycastHit hit;
if (Physics.Linecast(target.position, transform.position, out hit))
{
distance -= hit.distance;
}
}
}
void PositionRotation()
{
Quaternion fromRotation = Quaternion.Euler(transform.rotation.eulerAngles.x, transform.rotation.eulerAngles.y, 0);
Quaternion toRotation = Quaternion.Euler(rotationXAxis, rotationYAxis, 0);
Quaternion rotation = toRotation;
Vector3 negDistance = new Vector3(0.0f, 0.0f, -distance);
Vector3 position = rotation * negDistance + target.position;
transform.rotation = rotation;
transform.position = position;
velocityX = Mathf.Lerp(velocityX, 0, Time.deltaTime * smoothTime);
velocityY = Mathf.Lerp(velocityY, 0, Time.deltaTime * smoothTime);
}
}
The problem is within your Update function. It calls CameraZoom all the time because you set
Input.GetAxis("Mouse ScrollWheel") <= 0
And CameraZoom calls PositionRotation, where you reset the positon of the camera to the original position.
Try setting it to
if (Input.GetAxis("Mouse ScrollWheel") <= -0.1)
{
CameraZoom();
}
if (Input.GetAxis("Mouse ScrollWheel") >= 0.1)
{
CameraZoom();
}
That should do the trick.
Cheers
Tobi
Related
I have a touch script to rotate the camera around the orbit. I am facing difficulty to add mouse click and drag function as well more like an || function to this script. The mouse function has Input.GetAxis("Mouse X") which detects the mouse position. How do I achieve it?
private float xDeg = 0.0f;
private float yDeg = 0.0f;
private float currentDistance;
private float desiredDistance;
private Quaternion currentRotation;
private Quaternion desiredRotation;
private Quaternion rotation;
private Vector3 position;
public float zoomDampening = 5.0f;
public float rotationSensitivity = 1f;
void LateUpdate()
{
if (Input.touchCount==1 && Input.GetTouch(0).phase == TouchPhase.Moved) //Add mouse function
{
Vector2 touchposition = Input.GetTouch(0).deltaPosition;
xDeg += touchposition.x * 20f * 0.002f;
yDeg -= touchposition.y * 20f * 0.002f;
yDeg = ClampAngle(yDeg, yMinLimit, yMaxLimit);
}
desiredRotation = Quaternion.Euler(yDeg, xDeg, 0);
currentRotation = transform.localRotation;
rotation = Quaternion.Lerp(currentRotation, desiredRotation, Time.deltaTime * zoomDampening);
transform.localRotation = rotation;
}
I had to add Mouse X and Mouse Y axis to the floating variable and then it works as expected. The addition in the code is given below with the else statement:
else if (Input.GetMouseButton(0)) {
xDeg += Input.GetAxis("Mouse X") * rotationSensitivity;
yDeg -= Input.GetAxis("Mouse Y") * rotationSensitivity;
}
and for anyone who requires the full solution of mouse click and drag/touch and move and zoom in/out:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class CameraOrbit : MonoBehaviour {
public Transform target;
public Vector3 targetOffset;
public float distance = 5.0f;
public float maxDistance = 20;
public float minDistance = .6f;
public float xSpeed = 5.0f;
public float ySpeed = 5.0f;
public int yMinLimit = -80;
public int yMaxLimit = 80;
public float zoomRate = 10.0f;
public float panSpeed = 0.3f;
public float zoomDampening = 5.0f;
private float xDeg = 0.0f;
private float yDeg = 0.0f;
private float currentDistance;
private float desiredDistance;
private Quaternion currentRotation;
private Quaternion desiredRotation;
private Quaternion rotation;
private Vector3 position;
private Vector3 FirstPosition;
private Vector3 SecondPosition;
private Vector3 delta;
private Vector3 lastOffset;
private Vector3 lastOffsettemp;
public float rotationSensitivity = 1f;
void Start()
{
position = transform.localPosition;
rotation = transform.localRotation;
currentRotation = transform.localRotation;
desiredRotation = transform.localRotation;
distance = Vector3.Distance(transform.position, target.position);
currentDistance = distance;
desiredDistance = distance;
xDeg = Vector3.Angle(Vector3.right, transform.right);
yDeg = Vector3.Angle(Vector3.up, transform.up);
}
void OnEnable() { Init(); }
public void Init()
{
// //If there is no target, create a temporary target at 'distance' from the cameras current viewpoint
if (!target)
{
GameObject go = new GameObject("Cam Target");
go.transform.position = transform.position + (transform.forward * distance);
target = go.transform;
}
}
void LateUpdate()
{
if (Input.touchCount == 2 && Input.GetTouch(0).phase == TouchPhase.Moved && Input.GetTouch(1).phase == TouchPhase.Moved)
{
Touch touchZero = Input.GetTouch (0);
Touch touchOne = Input.GetTouch (1);
Vector2 touchZeroPreviousPosition = touchZero.position - touchZero.deltaPosition;
Vector2 touchOnePreviousPosition = touchOne.position - touchOne.deltaPosition;
float prevTouchDeltaMag = (touchZeroPreviousPosition - touchOnePreviousPosition).magnitude;
float TouchDeltaMag = (touchZero.position - touchOne.position).magnitude;
float deltaMagDiff = prevTouchDeltaMag - TouchDeltaMag;
desiredDistance += deltaMagDiff * Time.deltaTime * zoomRate * 0.0025f * Mathf.Abs(desiredDistance);
}
if (Input.touchCount==1 && Input.GetTouch(0).phase == TouchPhase.Moved)
{
Vector2 touchposition = Input.GetTouch(0).deltaPosition;
//CHANGE HERE
xDeg += touchposition.x * xSpeed * 0.002f;
//CHANGE HERE
yDeg -= touchposition.y * ySpeed * 0.002f;
yDeg = ClampAngle(yDeg, yMinLimit, yMaxLimit);
}
else
if (Input.GetMouseButton(0)) {
xDeg += Input.GetAxis("Mouse X") * rotationSensitivity;
yDeg -= Input.GetAxis("Mouse Y") * rotationSensitivity;
}
desiredRotation = Quaternion.Euler(yDeg, xDeg, 0);
currentRotation = transform.localRotation;
rotation = Quaternion.Lerp(currentRotation, desiredRotation, Time.deltaTime * zoomDampening);
transform.localRotation = rotation;
////////Orbit Position
// affect the desired Zoom distance if we roll the scrollwheel
desiredDistance = Mathf.Clamp(desiredDistance, minDistance, maxDistance);
currentDistance = Mathf.Lerp(currentDistance, desiredDistance, Time.deltaTime * zoomDampening);
position = target.position - (rotation * Vector3.forward * currentDistance );
position = position - targetOffset;
transform.position = position;
}
private static float ClampAngle(float angle, float min, float max)
{
if (angle < -360)
angle += 360;
if (angle > 360)
angle -= 360;
return Mathf.Clamp(angle, min, max);
}
}
As seen in the video here: https://i.gyazo.com/ad45ef9e231fd2f9ec6d4cf76889aece.mp4
My code:
MouseLook.cs:
using UnityEngine;
using System.Collections;
public class MouseLook : MonoBehaviour
{
public enum RotationAxes { MouseXAndY = 0, MouseX = 1, MouseY = 2 }
public RotationAxes axes = RotationAxes.MouseXAndY;
public float sensitivityX = 3F;
public float sensitivityY = 3F;
public Camera playerCamera;
public float minimumX = -360F;
public float maximumX = 360F;
public float minimumY = -60F;
public float maximumY = 60F;
private float rotationX = 0F;
private float rotationY = 0F;
private Quaternion originalRotation;
void Update()
{
if (axes == RotationAxes.MouseXAndY)
{
rotationX += Input.GetAxis("Mouse X") * sensitivityX;
rotationY += Input.GetAxis("Mouse Y") * sensitivityY;
rotationX = ClampAngle(rotationX, minimumX, maximumX);
rotationY = ClampAngle(rotationY, minimumY, maximumY);
Quaternion xQuaternion = Quaternion.AngleAxis(rotationX, Vector3.up);
Quaternion yQuaternion = Quaternion.AngleAxis(rotationY, -Vector3.right);
transform.localRotation = originalRotation * xQuaternion * yQuaternion;
}
if (axes == RotationAxes.MouseX)
{
rotationX += Input.GetAxis("Mouse X") * sensitivityX;
rotationX = ClampAngle(rotationX, minimumX, maximumX);
Quaternion xQuaternion = Quaternion.AngleAxis(rotationX, Vector3.up);
transform.localRotation = originalRotation * xQuaternion;
}
if (axes == RotationAxes.MouseY || playerCamera != null)
{
rotationY += Input.GetAxis("Mouse Y") * sensitivityY;
rotationY = ClampAngle(rotationY, minimumY, maximumY);
Quaternion yQuaternion = Quaternion.AngleAxis(-rotationY, Vector3.right);
if (playerCamera != null)
{
playerCamera.transform.localRotation = originalRotation * yQuaternion;
}
else
{
transform.localRotation = originalRotation * yQuaternion;
}
}
}
void Start()
{
/*
if (gameObject.GetComponent<Rigidbody>())
{
gameObject.GetComponent<Rigidbody>().freezeRotation = true;
}
*/
originalRotation = transform.localRotation;
}
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);
}
}
FirstPersonController.cs:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UIElements;
using Cursor = UnityEngine.Cursor;
public class FirstPersonController : MonoBehaviour
{
private float speed = 5;
private float jumpPower = 4;
Rigidbody rb;
CapsuleCollider col;
public GameObject crossHair;
bool isActive;
float HorizontalInput;
float VerticalInput;
void Start()
{
Cursor.visible = false;
Cursor.lockState = CursorLockMode.Locked;
rb = GetComponent<Rigidbody>();
col = GetComponent<CapsuleCollider>();
crossHair = GameObject.FindWithTag("CrossHair");
}
void Update()
{
HorizontalInput = Input.GetAxisRaw("Horizontal");
VerticalInput = Input.GetAxisRaw("Vertical");
if (Input.GetKeyDown("escape"))
{
Cursor.lockState = CursorLockMode.None;
}
if (Input.GetButtonDown("Sprint"))
{
speed = 15;
}
if (Input.GetButtonUp("Sprint"))
{
speed = 5;
}
if (Input.GetKeyDown(KeyCode.H))
{
isActive = !isActive;
}
if (isActive)
{
crossHair.SetActive(true);
}
else
{
crossHair.SetActive(false);
}
}
void FixedUpdate()
{
Vector3 xMovement = transform.right * speed * HorizontalInput * Time.deltaTime;
Vector3 zMovement = transform.forward * speed * VerticalInput * Time.deltaTime;
rb.velocity = new Vector3(HorizontalInput, 0, VerticalInput) * speed;
if (isGrounded() && Input.GetButtonDown("Jump"))
{
rb.AddForce(Vector3.up * jumpPower, ForceMode.Impulse);
}
}
private bool isGrounded()
{
return Physics.Raycast(transform.position, Vector3.down, col.bounds.extents.y + 0.1f);
}
}
Is there anything wrong I am doing in this code, if so how do I fix it?
Entire project can be downloaded here: https://github.com/Some-T/FirstPersonController-CSharp
Project has relevant colliders and rigidbodies set up!
Someone has advised me to use shapecast, but I believe that may incorrect? I can't see how that would work as my player does not have character controller component added to it?
Overall how do I stop my first person character controller going through the wall like in the initial video specified above?
Upon further research I have discovered the following:
The answer is to use:
https://docs.unity3d.com/ScriptReference/Rigidbody.AddForce.html as a quick fix.
But definitively for flawlessness use:
https://docs.unity3d.com/ScriptReference/Rigidbody-velocity.html
As to how in C# I am not so sure, but here is a screen shot I did in bolt asset.
Currently I have movmement working with velocity but it does not work properly, not sure as to why? So overall my question now is how do I get movement working using velocity? I added a line in FirstPersonController.cs that moves the character using velocity of rb.velocity = new Vector3(HorizontalInput, 0, VerticalInput) * speed; so my only question and issue now is my player does not move in the direction the camera on my player is facing so I am not sure how to fix this specific thing overall?
In your project code is different from one that you provided here.
Try to enable rigidbody`s rotation constraint - freeze X and Z rotation, leave only Y. When you rotate your capsule collider (as it works in your project), it can "climb" on a wall.
Do the isGrounded check when you move, and lock movement, if not grounded.
Try to increase Collider.contactOffset
If above does not helps, try to use Rigidbody.velocity instead of Rigidbody.MovePosition.
You can also reduce Rigidbody.drag
In general, pretty good technique is to use NavMesh for movement - in this way, you able to explicitly lock player from movement outside of navmesh surface. But, of course, it doesn`t fit to many gameplays.
Hope, it helps.
upd
You move your player like this:
void FixedUpdate()
{
Vector3 xMovement = transform.right * speed * HorizontalInput * Time.deltaTime;
Vector3 zMovement = transform.forward * speed * VerticalInput * Time.deltaTime;
}
Note, that you not even apply it to rigidbody;
But you get your input this way:
float HorizontalInput = Input.GetAxis("Horizontal");
float VerticalInput = Input.GetAxis("Vertical");
in Update, so input just stays inside Update, and does not applied at all. You declared your variables twice, once on class top, another in Update().
I wrote the code below to change an object's scale (X axis) with mouse swipe, it works but it's not smooth, how can I smooth it?
Script:
Vector3 newScale;
private float _previousSwipePosition;
private float newPosition;
if (Input.GetMouseButton(0))
{
_previousSwipePosition = Input.mousePosition.x;
if (newPosition != _previousSwipePosition)
{
if (newPosition - _previousSwipePosition < -2)
{
if (transform.localScale.x <= 1.4f)
{
newScale = transform.localScale;
newScale.x += 0.06f;
transform.localScale = newScale;
}
}
else if (newPosition - _previousSwipePosition > 2)
{
if (transform.localScale.x >= 0.2f)
{
newScale = transform.localScale;
newScale.x -= 0.06f;
transform.localScale = newScale;
}
}
}
newPosition = Input.mousePosition.x;
}
You can use Input.GetAxis("Mouse X") to get smoothed scale of how much the mouse has moved in the last frame. Multiply that by a speed parameter.
Get the power of 2 by that product to get how much to change the current scale. Then, change the scale and clamp it:
public float scaleSpeed = 1f;
// ...
// ignore first frame mouse is pressed
if (Input.GetMouseButton(0) && !Input.GetMouseButtonDown(0))
{
float scaleFactor = Mathf.Pow(2f, Input.GetAxis("Mouse X")
* scaleSpeed);
float newX = Mathf.Clamp(transform.localScale.x * scaleFactor, 0.2f, 1.4f);
transform.localScale = new Vector3(
newX,
transform.localScale.y,
transform.localScale.z);
}
Use Time.deltaTime to smooth
Vector3 newScale;
private float _previousSwipePosition;
private float newPosition;
private float speed = 6f;
private void Update()
{
if (Input.GetKey(KeyCode.A))
{
if (transform.localScale.x <= 1.4f)
{
newScale = transform.localScale;
newScale.x += speed * Time.deltaTime;
transform.localScale = newScale;
}
}
if (Input.GetKey(KeyCode.B))
{
if (transform.localScale.x >= 0.2f)
{
newScale = transform.localScale;
newScale.x -= speed * Time.deltaTime;
transform.localScale = newScale;
}
}
}
I have a camera that I want to rotate around a point (0,0,0) in all directions, but I want to put a clamp on it so that it can't go too far above or below the point. I have seen this question answered for the left and right directions before but never for the vertical one.
I have tried converting the code from these two questions (that basically say the same thing) to work in the vertical direction, but it bugs out at some points along the rotation, and I can't figure out why.
First Question, Second Question
And this is how I tried to convert it:
//how much we want to rotate by this frame
float rotX = Input.GetAxis("Mouse X") * rotSpeed;
float rotY = Input.GetAxis("Mouse Y") * rotSpeed; //(before clamping)
//find current direction
Vector3 currentDirection = transform.position - Vector3.zero;
//find current angle between basis for clamp & where we are now
float angle = Vector3.Angle(Vector3.forward, currentDirection);
//finds out if it's up or down
if (Vector3.Cross(Vector3.forward, currentDirection).x < 0) angle = -angle;
//find out how much you can move without violating limits
float newAngle = Mathf.Clamp(angle + rotY, yMinLimit, yMaxLimit);
//grabs how much you are allowed to move the angle from the current angle
rotY = newAngle - angle;
//spinning the garden
transform.RotateAround(Vector3.zero, Vector3.up, rotX);
transform.RotateAround(Vector3.zero, transform.TransformDirection(Vector3.right), -rotY); //vertical rotation
If anyone knows of the correct way to make this work for the Y axis, or a different way to clamp the vertical rotation, I would be super excited to hear it! Ty!
I have a class here that do exactly what you want. It rotates a camera around a target and clamps the Y rotation. It uses the left button to rotate and the scroll press button to translate the target.
You can edit it to adjust to your specific needs - you might want to change the target to a Vector3 so you can set it to (0,0,0) without the need of an object. Hope it helps.
using UnityEngine;
public class RotateAroundCamera : MonoBehaviour
{
Camera cam;
public bool isControlable;
private Vector3 screenPoint;
private Vector3 offset;
public Transform target;
public float distance = 5.0f;
public float xSpeed = 50.0f;
public float ySpeed = 50.0f;
public float yMinLimit = -80f;
public float yMaxLimit = 80f;
public float distanceMin = .5f;
public float distanceMax = 15f;
public float smoothTime = 2f;
public float rotationYAxis = 0.0f;
float rotationXAxis = 0.0f;
float velocityX = 0.0f;
float velocityY = 0.0f;
float moveDirection = -1;
public void SetControllable(bool value)
{
isControlable = value;
}
// Use this for initialization
void Start()
{
cam = GetComponentInChildren<Camera>();
Vector3 angles = transform.eulerAngles;
rotationYAxis = (rotationYAxis == 0) ? angles.y : rotationYAxis;
rotationXAxis = angles.x;
Rigidbody rigidbody = GetComponent<Rigidbody>();
// Make the rigid body not change rotation
if (rigidbody)
{
rigidbody.freezeRotation = true;
}
}
void LateUpdate()
{
if (target)
{
if (Input.GetMouseButton(1) && isControlable)
{
velocityX += xSpeed * Input.GetAxis("Mouse X") * 0.02f;
velocityY += ySpeed * Input.GetAxis("Mouse Y") * 0.02f;
}
if (Input.GetMouseButton(2) && isControlable)
{
Vector3 curScreenPoint = new Vector3(moveDirection*Input.mousePosition.x, moveDirection*Input.mousePosition.y, screenPoint.z);
Vector3 curPosition = cam.ScreenToWorldPoint(curScreenPoint) + offset;
target.transform.position = curPosition;
}
if (Input.GetKeyDown(KeyCode.R) && isControlable)
{
target.transform.position = Vector3.zero;
}
if (Input.GetKeyDown(KeyCode.T) && isControlable)
{
moveDirection *= -1;
}
if (isControlable)
{
distance -= Input.GetAxis("Mouse ScrollWheel");
if (distance > distanceMax)
{
distance = distanceMax;
}
else if (distance < distanceMin)
{
distance = distanceMin;
}
}
rotationYAxis += velocityX;
rotationXAxis -= velocityY;
rotationXAxis = ClampAngle(rotationXAxis, yMinLimit, yMaxLimit);
Quaternion fromRotation = Quaternion.Euler(transform.rotation.eulerAngles.x, transform.rotation.eulerAngles.y, 0);
Quaternion toRotation = Quaternion.Euler(rotationXAxis, rotationYAxis, 0);
Quaternion rotation = toRotation;
Vector3 negDistance = new Vector3(0.0f, 0.0f, -distance);
Vector3 position = rotation * negDistance + target.position;
transform.rotation = rotation;
transform.position = position;
velocityX = Mathf.Lerp(velocityX, 0, Time.deltaTime * smoothTime);
velocityY = Mathf.Lerp(velocityY, 0, Time.deltaTime * smoothTime);
screenPoint = cam.WorldToScreenPoint(target.transform.position);
offset = target.transform.position - cam.ScreenToWorldPoint(new Vector3(moveDirection*Input.mousePosition.x, moveDirection*Input.mousePosition.y, screenPoint.z));
}
}
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);
}
}
I am writing a 3D game for smartphone using Unity3D and have no idea on making camera rotation (First Person Perspective).
Making virtual joystick is too hard, so I decided to make camera rotate on screen swipe.
User swipe smartphone's screen and camera turns around.
Rotating works, but always starts from the same position.
Saving last position breaks all rotating (rotating is askew).
My code:
using UnityEngine;
using System.Collections;
public class Look : MonoBehaviour {
public float sensitivityX = 1F;
public float sensitivityY = 1F;
public float minimumX = -360F;
public float maximumX = 360F;
public float minimumY = -25F;
public float maximumY = 25F;
float rotationX = 0F;
float rotationY = 0F;
float oldRotationX = 0F;
float oldRotationY = 0F;
float lastX = 0F;
float lastY = 0F;
Quaternion originalRotation;
void Update ()
{
if (Input.touches.Length > 0)
{
if(Input.touches[0].phase == TouchPhase.Began)
{
lastX = Input.touches[0].position.x;
lastY = Input.touches[0].position.y;
rotationX = transform.localEulerAngles.x;
rotationY = transform.localEulerAngles.y;
oldRotationX = rotationX;
oldRotationY = rotationY;
}
if(Input.touches[0].phase == TouchPhase.Moved)
{
rotationX = (oldRotationX + (Input.touches[0].position.x - lastX)) * sensitivityX;
rotationY = (oldRotationY + (Input.touches[0].position.y - lastY)) * sensitivityY;
rotationX = ClampAngle (rotationX, minimumX, maximumX);
rotationY = ClampAngle (rotationY, minimumY, maximumY);
Quaternion xQuaternion = Quaternion.AngleAxis (rotationX, Vector3.up);
Quaternion yQuaternion = Quaternion.AngleAxis (rotationY, -Vector3.right);
transform.localRotation = originalRotation * xQuaternion * yQuaternion;
}
//this should make rotating from last position, but it
//makes rotating incorrect (askew)
//without code below rotating works, but on always
//starts from the same position
if(Input.touches[0].phase == TouchPhase.Ended)
{
originalRotation = transform.localRotation;
}
}
}
void Start ()
{
if (rigidbody)
rigidbody.freezeRotation = true;
originalRotation = transform.localRotation;
}
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);
}
}
Please help me. Thanks.
You can use the inputs, specifically the Touch positions. You can then apply a similar effect achieved in a mouse look script.
Essentially the code you want is:
rotationX += Input.touches[0].position.x * sensitivityX;
rotationY += Input.touches[0].position.y * sensitivityY
Quaternion xQuaternion = Quaternion.AngleAxis (rotationX, Vector3.up);
Quaternion yQuaternion = Quaternion.AngleAxis (rotationY, -Vector3.right);
transform.localRotation *= xQuaternion * yQuaternion;
if(Input.touches.Length > 0 && Input.GetTouch(0).phase == TouchPhase.Moved){
transform.Rotate(new Vector3(-Input.GetTouch(0).deltaPosition.y,Input.GetTouch(0).deltaPosition.x,0)*speed*Time.deltaTime);
transform.rotation=Quaternion.Euler(transform.rotation.eulerAngles.x,transform.rotation.eulerAngles.y,0);
}