# camera positioning problem

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;

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.

OK, to answer your question, I first cleaned up the code… not much sense to have one thing in the update and one in the late update, so I put it all in the late update.

The starting position of your camera in runtime is based off of the position of the “mover” and the initial rotation of the camera at editor time. So if the camera is not facing the mover at the right distance and angle , you are not going to get the exact same camera at runtime.

Here is the cleaned up code. I am not a fan of the MouseButton(2), but I left it in there.

``````var distance = 10.0;
var xSpeed = 250.0;
var ySpeed = 120.0;
var yMinLimit = -20;
var yMaxLimit = 80;
var zoomRate = 2;

var mover : Transform;
var scrollScreen :boolean = false;
var speed = 5.0;

private var x = 0.0;
private var y = 0.0;

function Start () {
var angles = transform.eulerAngles;
x = angles.y;
y = angles.x;

mover.position = transform.TransformPoint(Vector3.forward * distance);
}

function LateUpdate () {
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);

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;
}
}

static function ClampAngle (angle : float, min : float, max : float) {
if (angle < -360)
angle += 360;
if (angle > 360)
angle -= 360;
return Mathf.Clamp (angle, min, max);
}
``````

First off, thanks for taking a look at the code and for cleaning it up; it is much easier to access now.
But, the line that you added for the mover.position didn’t work; the camera at runtime is now too far away and angled off!
Let me know if you think of anything else; a couple of my CS classmates and I have been trying to figure it out for a while.