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Camera movement script in Unity3D. Supports rotating, panning, and zooming. Attach to the main camera. Tutorial explaining code: http://jibransyed.wordpress.com/2013/02/22/rotating-panning-and-zooming-a-camera-in-unity/
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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); | |
} | |
} | |
} |
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Can We add a path so camera will move on the path when swipe?