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@ashleydavis
Last active November 14, 2024 14:46
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using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using UnityEngine;
/// <summary>
/// A simple free camera to be added to a Unity game object.
///
/// Keys:
/// wasd / arrows - movement
/// q/e - up/down (local space)
/// r/f - up/down (world space)
/// pageup/pagedown - up/down (world space)
/// hold shift - enable fast movement mode
/// right mouse - enable free look
/// mouse - free look / rotation
///
/// </summary>
public class FreeCam : MonoBehaviour
{
/// <summary>
/// Normal speed of camera movement.
/// </summary>
public float movementSpeed = 10f;
/// <summary>
/// Speed of camera movement when shift is held down,
/// </summary>
public float fastMovementSpeed = 100f;
/// <summary>
/// Sensitivity for free look.
/// </summary>
public float freeLookSensitivity = 3f;
/// <summary>
/// Amount to zoom the camera when using the mouse wheel.
/// </summary>
public float zoomSensitivity = 10f;
/// <summary>
/// Amount to zoom the camera when using the mouse wheel (fast mode).
/// </summary>
public float fastZoomSensitivity = 50f;
/// <summary>
/// Set to true when free looking (on right mouse button).
/// </summary>
private bool looking = false;
void Update()
{
var fastMode = Input.GetKey(KeyCode.LeftShift) || Input.GetKey(KeyCode.RightShift);
var movementSpeed = fastMode ? this.fastMovementSpeed : this.movementSpeed;
if (Input.GetKey(KeyCode.A) || Input.GetKey(KeyCode.LeftArrow))
{
transform.position = transform.position + (-transform.right * movementSpeed * Time.deltaTime);
}
if (Input.GetKey(KeyCode.D) || Input.GetKey(KeyCode.RightArrow))
{
transform.position = transform.position + (transform.right * movementSpeed * Time.deltaTime);
}
if (Input.GetKey(KeyCode.W) || Input.GetKey(KeyCode.UpArrow))
{
transform.position = transform.position + (transform.forward * movementSpeed * Time.deltaTime);
}
if (Input.GetKey(KeyCode.S) || Input.GetKey(KeyCode.DownArrow))
{
transform.position = transform.position + (-transform.forward * movementSpeed * Time.deltaTime);
}
if (Input.GetKey(KeyCode.Q))
{
transform.position = transform.position + (transform.up * movementSpeed * Time.deltaTime);
}
if (Input.GetKey(KeyCode.E))
{
transform.position = transform.position + (-transform.up * movementSpeed * Time.deltaTime);
}
if (Input.GetKey(KeyCode.R) || Input.GetKey(KeyCode.PageUp))
{
transform.position = transform.position + (Vector3.up * movementSpeed * Time.deltaTime);
}
if (Input.GetKey(KeyCode.F) || Input.GetKey(KeyCode.PageDown))
{
transform.position = transform.position + (-Vector3.up * movementSpeed * Time.deltaTime);
}
if (looking)
{
float newRotationX = transform.localEulerAngles.y + Input.GetAxis("Mouse X") * freeLookSensitivity;
float newRotationY = transform.localEulerAngles.x - Input.GetAxis("Mouse Y") * freeLookSensitivity;
transform.localEulerAngles = new Vector3(newRotationY, newRotationX, 0f);
}
float axis = Input.GetAxis("Mouse ScrollWheel");
if (axis != 0)
{
var zoomSensitivity = fastMode ? this.fastZoomSensitivity : this.zoomSensitivity;
transform.position = transform.position + transform.forward * axis * zoomSensitivity;
}
if (Input.GetKeyDown(KeyCode.Mouse1))
{
StartLooking();
}
else if (Input.GetKeyUp(KeyCode.Mouse1))
{
StopLooking();
}
}
void OnDisable()
{
StopLooking();
}
/// <summary>
/// Enable free looking.
/// </summary>
public void StartLooking()
{
looking = true;
Cursor.visible = false;
Cursor.lockState = CursorLockMode.Locked;
}
/// <summary>
/// Disable free looking.
/// </summary>
public void StopLooking()
{
looking = false;
Cursor.visible = true;
Cursor.lockState = CursorLockMode.None;
}
}
@ashleydavis
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Cool, thanks for letting me know! The other stuff is just standard .NET imports that are included by default ;)

@Oppodelldog
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I wanted to have Q and E behave same like Unity does, actually for me it's the other way round.

    /// <summary>
    /// Normal speed of vertical camera movement (keys Q,E).
    /// </summary>
    public float verticalMovement = 10f;

and use it for Q and E

            if (Input.GetKey(KeyCode.Q))
            {
                transform.position = transform.position + (transform.up * verticalMovement * Time.deltaTime);
            }

            if (Input.GetKey(KeyCode.E))
            {
                transform.position = transform.position + (-transform.up * verticalMovement * Time.deltaTime);
            }

This is backward compatible solution; To get the Unity behavior you need to put -10 in the Properties Editor.

@LucasFA
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LucasFA commented Aug 15, 2022

Hello, under what license is this script released under ? Thank-you.

if this was under license, it would have been stated and it is highly likely it wouldn't have been posted so openly

FYI, by default things are all rights reserved, not free to use as one might think. See this and this open source stack questions

@ashleydavis
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I've already stated that this code is released with the MIT licence, please use it however you like.

@ashleydavis
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how to use code?

This is a Unity component.

Start Unity. Add a Game Object to the scene. Add this component to the Game Object.

@ashleydavis
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Start Unity. Add a Game Object to the scene. Add this component to the Game Object.

@ashleydavis
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Are you able to just add code to Unity games? I don't believe it's possible to do that, unless you already have the code for the game. But feel free to do some research for yourself.

@wartron
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wartron commented Aug 6, 2024

Thanks for this, mostly works, but i noticed in look mode, directly up and down kinda glitches out.

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