I’ve posted this question in Unity Answers, but got no replies, so thought I’d try here (please let me know if this is a/g proper protocol). It’s kind of a continuation of an older question I had posted a while back (see here). I am using the following script to move the camera around with either keyboard or mouse:

```
var distance = 10.0;
var xSpeed = 250.0;
var ySpeed = 120.0;
var yMinLimit = -20;
var yMaxLimit = 80;
var zoomRate = 2;
private var x = 0.0;
private var y = 0.0;
@script AddComponentMenu("Camera-Control/Mouse Orbit")
function Start () {
var angles = transform.eulerAngles;
x = angles.y;
y = angles.x;
}
var mover : Transform;
var scrollScreen :boolean = false;
function Update () {
if (!mover) {return;}
var speed = 5.0;
var rotation = Quaternion.Euler(y, x, 0);
var position = rotation * Vector3(0.0, 0.0,-distance)+ mover.position;
if(Input.GetKeyDown(KeyCode.CapsLock)){
scrollScreen = !scrollScreen ;
}
if(scrollScreen){
//keyboard
var x = Input.GetAxis("Horizontal") * Time.deltaTime * speed;
var z = Input.GetAxis("Vertical") * Time.deltaTime * speed;
transform.Translate(x, 0, z);
mover.Translate(x, 0, z);
} else {
//mouse
mover.rotation = rotation;
transform.rotation = rotation;
transform.position = position + mover.position;
}
}
function LateUpdate () {
if (!mover) {return;}
if (Input.GetMouseButton(2)) {
x += Input.GetAxis("Mouse X") * xSpeed * 0.02;
y -= Input.GetAxis("Mouse Y") * ySpeed * 0.02;
}
distance += -Input.GetAxis("Mouse ScrollWheel") * zoomRate * Mathf.Abs(distance);
y = ClampAngle(y, yMinLimit, yMaxLimit);
}
```

which works in tandem with this script, attached to an empty “Mover” g.o.:

```
var moveSpeed : float = 1;
var cam : Transform;
function Update () {
//pan
if (Input.GetMouseButton(1)) {
transform.rotation = cam.rotation;
transform.Translate(Vector3.right * -Input.GetAxis("Mouse X") * moveSpeed);
transform.Translate(transform.up * -Input.GetAxis("Mouse Y") * moveSpeed, Space.World);
}
}
```

But the problem is that the camera position that shows in the preview insert window of scene view is not the starting position of the camera at runtime (I think it has to do with the distance variable and possibly the LateUpdate y-value, but I’m not sure what to change). How do I fix this?

As always, any help would be appreciated, thanks.