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// Credit to damien_oconnell from http://forum.unity3d.com/threads/39513-Click-drag-camera-movement | |
// for using the mouse displacement for calculating the amount of camera movement and panning code. | |
using UnityEngine; | |
using System.Collections; | |
public class MoveCamera : MonoBehaviour | |
{ | |
// | |
// VARIABLES | |
// | |
public float turnSpeed = 4.0f; // Speed of camera turning when mouse moves in along an axis | |
public float panSpeed = 4.0f; // Speed of the camera when being panned | |
public float zoomSpeed = 4.0f; // Speed of the camera going back and forth | |
private Vector3 mouseOrigin; // Position of cursor when mouse dragging starts | |
private bool isPanning; // Is the camera being panned? | |
private bool isRotating; // Is the camera being rotated? | |
private bool isZooming; // Is the camera zooming? | |
// | |
// UPDATE | |
// | |
void Update () | |
{ | |
// Get the left mouse button | |
if(Input.GetMouseButtonDown(0)) | |
{ | |
// Get mouse origin | |
mouseOrigin = Input.mousePosition; | |
isRotating = true; | |
} | |
// Get the right mouse button | |
if(Input.GetMouseButtonDown(1)) | |
{ | |
// Get mouse origin | |
mouseOrigin = Input.mousePosition; | |
isPanning = true; | |
} | |
// Get the middle mouse button | |
if(Input.GetMouseButtonDown(2)) | |
{ | |
// Get mouse origin | |
mouseOrigin = Input.mousePosition; | |
isZooming = true; | |
} | |
// Disable movements on button release | |
if (!Input.GetMouseButton(0)) isRotating=false; | |
if (!Input.GetMouseButton(1)) isPanning=false; | |
if (!Input.GetMouseButton(2)) isZooming=false; | |
// Rotate camera along X and Y axis | |
if (isRotating) | |
{ | |
Vector3 pos = Camera.main.ScreenToViewportPoint(Input.mousePosition - mouseOrigin); | |
transform.RotateAround(transform.position, transform.right, -pos.y * turnSpeed); | |
transform.RotateAround(transform.position, Vector3.up, pos.x * turnSpeed); | |
} | |
// Move the camera on it's XY plane | |
if (isPanning) | |
{ | |
Vector3 pos = Camera.main.ScreenToViewportPoint(Input.mousePosition - mouseOrigin); | |
Vector3 move = new Vector3(pos.x * panSpeed, pos.y * panSpeed, 0); | |
transform.Translate(move, Space.Self); | |
} | |
// Move the camera linearly along Z axis | |
if (isZooming) | |
{ | |
Vector3 pos = Camera.main.ScreenToViewportPoint(Input.mousePosition - mouseOrigin); | |
Vector3 move = pos.y * zoomSpeed * transform.forward; | |
transform.Translate(move, Space.World); | |
} | |
} | |
} |
Unity did not reconignize "transform" when i tried this code
Camera is not rotating up and down. please help!
2 things needed to improve this
- a way to define a pivot point or center of rotation
- an inertia toggle
Thanks man, work very cool
I'm a unity newb... can anyone tell me how to get this script to run each time I load Unity, so it's the default behavior? And thanks.
Thanks, very helpful. I´ll credit the source on my project.
Thanks for the script.
Hi, very useful script!, i include phisics colision in this.
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
[RequireComponent(typeof(CharacterController))]
public class KeyboardOrbit : MonoBehaviour
{
//
// VARIABLES
//
public float turnSpeed = 4.0f; // Speed of camera turning when mouse moves in along an axis
public float panSpeed = 4.0f; // Speed of the camera when being panned
public float zoomSpeed = 4.0f; // Speed of the camera going back and forth
private Vector3 mouseOrigin; // Position of cursor when mouse dragging starts
private bool isPanning; // Is the camera being panned?
private bool isRotating; // Is the camera being rotated?
private bool isZooming; // Is the camera zooming?
private CharacterController controller;
private CollisionFlags flags;
//
// UPDATE
//
void Update()
{
controller = GetComponent<CharacterController>();
// Get the left mouse button
if (Input.GetMouseButtonDown(0))
{
// Get mouse origin
mouseOrigin = Input.mousePosition;
isRotating = true;
}
// Get the right mouse button
if (Input.GetMouseButtonDown(1))
{
// Get mouse origin
mouseOrigin = Input.mousePosition;
isPanning = true;
}
// Get the middle mouse button
if (Input.GetMouseButtonDown(2))
{
// Get mouse origin
mouseOrigin = Input.mousePosition;
isZooming = true;
}
// Disable movements on button release
if (!Input.GetMouseButton(0)) isRotating = false;
if (!Input.GetMouseButton(1)) isPanning = false;
if (!Input.GetMouseButton(2)) isZooming = false;
// Rotate camera along X and Y axis
if (isRotating)
{
Vector3 pos = Camera.main.ScreenToViewportPoint(Input.mousePosition - mouseOrigin);
transform.RotateAround(transform.position, transform.right, -pos.y * turnSpeed);
transform.RotateAround(transform.position, Vector3.up, pos.x * turnSpeed);
flags = controller.Move(pos * Time.deltaTime);
}
// Move the camera on it's XY plane
if (isPanning)
{
Vector3 pos = Camera.main.ScreenToViewportPoint(Input.mousePosition - mouseOrigin);
Vector3 move = new Vector3(pos.x * panSpeed, pos.y * panSpeed, 0);
transform.Translate(move, Space.Self);
flags = controller.Move(move * Time.deltaTime);
}
// Move the camera linearly along Z axis
if (isZooming)
{
Vector3 pos = Camera.main.ScreenToViewportPoint(Input.mousePosition - mouseOrigin);
Vector3 move = pos.y * zoomSpeed * transform.forward;
transform.Translate(move, Space.World);
flags = controller.Move(move * Time.deltaTime);
}
}
}
thanks
its very very useful!!!
@jlfeitosa3 too
Thanks a lot for the inspiration, very useful to sort out the last few bugs in my camera code.
`public class swipebutton : MonoBehaviour
{
public Camera cam;
void Update()
{
cam.transform.Rotate(Vector3.up, 20.0f * Time.deltaTime);
}
}`
Hello Guys is there a way to restrict the camera on the z axis if so I need help
not working
Hi guys, when I launch the script and I try to zoom or rotate or pan the camera;I've the same error:
-System.NullReferenceException: Object reference not set to an instance of an object at MoveCamera.Update () [0x00193]
why?
eric2296, since the script is using Camera.main... you have to change your Main Camera tag to MainCamera on Inspector. That will fix the error
Can We add a path so camera will move on the path when swipe?
no
Its really usefull script thanks :)
http://unity3diy.blogspot.com/2014/07/prevent-colliders-from-passing-through.html