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Unity Simple Camera Controller
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using UnityEngine; | |
// Note: This script is a duplicate of the one provided by UnityTemplateProjects. | |
namespace UnityTemplateProjects | |
{ | |
public class SimpleCameraController : MonoBehaviour | |
{ | |
class CameraState | |
{ | |
public float yaw; | |
public float pitch; | |
public float roll; | |
public float x; | |
public float y; | |
public float z; | |
public void SetFromTransform(Transform t) { | |
pitch = t.eulerAngles.x; | |
yaw = t.eulerAngles.y; | |
roll = t.eulerAngles.z; | |
x = t.position.x; | |
y = t.position.y; | |
z = t.position.z; | |
} | |
public void Translate(Vector3 translation) { | |
Vector3 rotatedTranslation = Quaternion.Euler(pitch, yaw, roll) * translation; | |
x += rotatedTranslation.x; | |
y += rotatedTranslation.y; | |
z += rotatedTranslation.z; | |
} | |
public void LerpTowards(CameraState target, float positionLerpPct, float rotationLerpPct) { | |
yaw = Mathf.Lerp(yaw, target.yaw, rotationLerpPct); | |
pitch = Mathf.Lerp(pitch, target.pitch, rotationLerpPct); | |
roll = Mathf.Lerp(roll, target.roll, rotationLerpPct); | |
x = Mathf.Lerp(x, target.x, positionLerpPct); | |
y = Mathf.Lerp(y, target.y, positionLerpPct); | |
z = Mathf.Lerp(z, target.z, positionLerpPct); | |
} | |
public void UpdateTransform(Transform t) { | |
t.eulerAngles = new Vector3(pitch, yaw, roll); | |
t.position = new Vector3(x, y, z); | |
} | |
} | |
CameraState m_TargetCameraState = new CameraState(); | |
CameraState m_InterpolatingCameraState = new CameraState(); | |
[Header("Movement Settings")] | |
[Tooltip("Exponential boost factor on translation, controllable by mouse wheel.")] | |
public float boost = 3.5f; | |
[Tooltip("Time it takes to interpolate camera position 99% of the way to the target."), Range(0.001f, 1f)] | |
public float positionLerpTime = 0.2f; | |
[Header("Rotation Settings")] | |
[Tooltip("X = Change in mouse position.\nY = Multiplicative factor for camera rotation.")] | |
public AnimationCurve mouseSensitivityCurve = new AnimationCurve(new Keyframe(0f, 0.5f, 0f, 5f), new Keyframe(1f, 2.5f, 0f, 0f)); | |
[Tooltip("Time it takes to interpolate camera rotation 99% of the way to the target."), Range(0.001f, 1f)] | |
public float rotationLerpTime = 0.01f; | |
[Tooltip("Whether or not to invert our Y axis for mouse input to rotation.")] | |
public bool invertY = false; | |
void OnEnable() { | |
m_TargetCameraState.SetFromTransform(transform); | |
m_InterpolatingCameraState.SetFromTransform(transform); | |
} | |
Vector3 GetInputTranslationDirection() { | |
Vector3 direction = new Vector3(); | |
if (Input.GetKey(KeyCode.W)) { | |
direction += Vector3.forward; | |
} | |
if (Input.GetKey(KeyCode.S)) { | |
direction += Vector3.back; | |
} | |
if (Input.GetKey(KeyCode.A)) { | |
direction += Vector3.left; | |
} | |
if (Input.GetKey(KeyCode.D)) { | |
direction += Vector3.right; | |
} | |
if (Input.GetKey(KeyCode.Q)) { | |
direction += Vector3.down; | |
} | |
if (Input.GetKey(KeyCode.E)) { | |
direction += Vector3.up; | |
} | |
return direction; | |
} | |
void Update() { | |
// Exit Sample | |
if (Input.GetKey(KeyCode.Escape)) { | |
Application.Quit(); | |
#if UNITY_EDITOR | |
UnityEditor.EditorApplication.isPlaying = false; | |
#endif | |
} | |
// Hide and lock cursor when right mouse button pressed | |
if (Input.GetMouseButtonDown(1)) { | |
Cursor.lockState = CursorLockMode.Locked; | |
} | |
// Unlock and show cursor when right mouse button released | |
if (Input.GetMouseButtonUp(1)) { | |
Cursor.visible = true; | |
Cursor.lockState = CursorLockMode.None; | |
} | |
// Rotation | |
if (Input.GetMouseButton(1)) { | |
var mouseMovement = new Vector2(Input.GetAxis("Mouse X"), Input.GetAxis("Mouse Y") * (invertY ? 1 : -1)); | |
var mouseSensitivityFactor = mouseSensitivityCurve.Evaluate(mouseMovement.magnitude); | |
m_TargetCameraState.yaw += mouseMovement.x * mouseSensitivityFactor; | |
m_TargetCameraState.pitch += mouseMovement.y * mouseSensitivityFactor; | |
} | |
// Translation | |
var translation = GetInputTranslationDirection() * Time.deltaTime; | |
// Speed up movement when shift key held | |
if (Input.GetKey(KeyCode.LeftShift)) { | |
translation *= 5.0f; | |
} | |
// Modify movement by a boost factor (defined in Inspector and modified in play mode through the mouse scroll wheel) | |
boost += Input.mouseScrollDelta.y * 0.2f; | |
translation *= Mathf.Pow(2.0f, boost); | |
m_TargetCameraState.Translate(translation); | |
// Framerate-independent interpolation | |
// Calculate the lerp amount, such that we get 99% of the way to our target in the specified time | |
var positionLerpPct = 1f - Mathf.Exp((Mathf.Log(1f - 0.99f) / positionLerpTime) * Time.deltaTime); | |
var rotationLerpPct = 1f - Mathf.Exp((Mathf.Log(1f - 0.99f) / rotationLerpTime) * Time.deltaTime); | |
m_InterpolatingCameraState.LerpTowards(m_TargetCameraState, positionLerpPct, rotationLerpPct); | |
m_InterpolatingCameraState.UpdateTransform(transform); | |
} | |
} | |
} |
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