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/* | |
Set this on an empty game object positioned at (0,0,0) and attach your active camera. | |
The script only runs on mobile devices or the remote app. | |
*/ | |
using UnityEngine; | |
class ScrollAndPinch : MonoBehaviour | |
{ | |
#if UNITY_IOS || UNITY_ANDROID | |
public Camera Camera; | |
public bool Rotate; | |
protected Plane Plane; | |
private void Awake() | |
{ | |
if (Camera == null) | |
Camera = Camera.main; | |
} | |
private void Update() | |
{ | |
//Update Plane | |
if (Input.touchCount >= 1) | |
Plane.SetNormalAndPosition(transform.up, transform.position); | |
var Delta1 = Vector3.zero; | |
var Delta2 = Vector3.zero; | |
//Scroll | |
if (Input.touchCount >= 1) | |
{ | |
Delta1 = PlanePositionDelta(Input.GetTouch(0)); | |
if (Input.GetTouch(0).phase == TouchPhase.Moved) | |
Camera.transform.Translate(Delta1, Space.World); | |
} | |
//Pinch | |
if (Input.touchCount >= 2) | |
{ | |
var pos1 = PlanePosition(Input.GetTouch(0).position); | |
var pos2 = PlanePosition(Input.GetTouch(1).position); | |
var pos1b = PlanePosition(Input.GetTouch(0).position - Input.GetTouch(0).deltaPosition); | |
var pos2b = PlanePosition(Input.GetTouch(1).position - Input.GetTouch(1).deltaPosition); | |
//calc zoom | |
var zoom = Vector3.Distance(pos1, pos2) / | |
Vector3.Distance(pos1b, pos2b); | |
//edge case | |
if (zoom == 0 || zoom > 10) | |
return; | |
//Move cam amount the mid ray | |
Camera.transform.position = Vector3.LerpUnclamped(pos1, Camera.transform.position, 1 / zoom); | |
if (Rotate && pos2b != pos2) | |
Camera.transform.RotateAround(pos1, Plane.normal, Vector3.SignedAngle(pos2 - pos1, pos2b - pos1b, Plane.normal)); | |
} | |
} | |
protected Vector3 PlanePositionDelta(Touch touch) | |
{ | |
//not moved | |
if (touch.phase != TouchPhase.Moved) | |
return Vector3.zero; | |
//delta | |
var rayBefore = Camera.ScreenPointToRay(touch.position - touch.deltaPosition); | |
var rayNow = Camera.ScreenPointToRay(touch.position); | |
if (Plane.Raycast(rayBefore, out var enterBefore) && Plane.Raycast(rayNow, out var enterNow)) | |
return rayBefore.GetPoint(enterBefore) - rayNow.GetPoint(enterNow); | |
//not on plane | |
return Vector3.zero; | |
} | |
protected Vector3 PlanePosition(Vector2 screenPos) | |
{ | |
//position | |
var rayNow = Camera.ScreenPointToRay(screenPos); | |
if (Plane.Raycast(rayNow, out var enterNow)) | |
return rayNow.GetPoint(enterNow); | |
return Vector3.zero; | |
} | |
private void OnDrawGizmos() | |
{ | |
Gizmos.DrawLine(transform.position, transform.position + transform.up); | |
} | |
#endif | |
} |
After the //scroll section you can add a few lines to keep the camera in your bounds.
After the //scroll section you can add a few lines to keep the camera in your bounds.
Can you please tell me what lines of code needs to be set to keep the camera in the bounds.
Can you help dont understand why not working
NullReferenceException: Object reference not set to an instance of an object
CameraControl.PlanePositionDelta (UnityEngine.Touch touch) (at Assets/CameraControl.cs:67)
CameraControl.Update () (at Assets/CameraControl.cs:30)
Can you help dont understand why not working
NullReferenceException: Object reference not set to an instance of an object
CameraControl.PlanePositionDelta (UnityEngine.Touch touch) (at Assets/CameraControl.cs:67)
CameraControl.Update () (at Assets/CameraControl.cs:30)
Have you referenced the camera and plane from the inspector ?
To anyone who wants to:
- Restrict the zoom in and out of the camera
- Adjust camera pan speed
Check out the fork that i made. I have added a few simple lines of code to do the above function.
Thanks for sharing this script @ditzel, it's very useful and helped me today a lot :) 🙏
You should know that someone out there is thinking good things about you today and wish you well! :D
I noticed that the pinch and scroll take away the camera to out of bounds. This glitch makes the map out sight by totally zooming in or zooming out by the user, hence creating a situation to restart the app. If there is an add-on to prevent moving the camera out of specific area then it would have been a great script. The scroll and pinch features works well, though.