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July 22, 2019 17:12
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Pinch and Scroll to Move and Zoom in Unity for Mobile Games
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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 | |
} |
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@ditzel you are the best
@Kudoshi thanks for the great fork!