I found this script online. I cannot seem to get it to work properly. I tried to use move my mouse and tried to use scroll wheel and it appears to not work. Any ideas?
/// <summary>
/// CameraControllercs.cs
/// Camera Controller in CSharp v2.1
/// </summary>
using UnityEngine;
using System.Collections;
public class CameraControllercs : MonoBehaviour {
public GameObject target; // Target to follow
public float targetHeight = 1.7f; // Vertical offset adjustment
public float distance = 12.0f; // Default Distance
public float offsetFromWall = 0.1f; // Bring camera away from any colliding objects
public float maxDistance = 20f; // Maximum zoom Distance
public float minDistance = 0.6f; // Minimum zoom Distance
public float xSpeed = 200.0f; // Orbit speed (Left/Right)
public float ySpeed = 200.0f; // Orbit speed (Up/Down)
public float yMinLimit = -80f; // Looking up limit
public float yMaxLimit = 80f; // Looking down limit
public float zoomRate = 40f; // Zoom Speed
public float rotationDampening = 3.0f; // Auto Rotation speed (higher = faster)
public float zoomDampening = 5.0f; // Auto Zoom speed (Higher = faster)
public LayerMask collisionLayers = -1; // What the camera will collide with
public bool lockToRearOfTarget = false; // Lock camera to rear of target
public bool allowMouseInputX = true; // Allow player to control camera angle on the X axis (Left/Right)
public bool allowMouseInputY = true; // Allow player to control camera angle on the Y axis (Up/Down)
private float xDeg = 0.0f;
private float yDeg = 0.0f;
private float currentDistance;
private float desiredDistance;
private float correctedDistance;
private bool rotateBehind = false;
private bool mouseSideButton = false;
private float pbuffer = 0.0f; //Cooldownpuffer for SideButtons
private float coolDown = 0.5f; //Cooldowntime for SideButtons
void Start ()
{
Vector3 angles = transform.eulerAngles;
xDeg = angles.x;
yDeg = angles.y;
currentDistance = distance;
desiredDistance = distance;
correctedDistance = distance;
// Make the rigid body not change rotation
if (rigidbody)
rigidbody.freezeRotation = true;
if (lockToRearOfTarget)
rotateBehind = true;
}
void Update(){
if (target == null){
target = GameObject.FindGameObjectWithTag("Player") as GameObject;
Debug.Log("Looking for Player");
}
}
//Only Move camera after everything else has been updated
void LateUpdate ()
{
// Don't do anything if target is not defined
if (target == null)
return;
//pushbuffer
if(pbuffer>0)
pbuffer -=Time.deltaTime;
if(pbuffer<0)pbuffer=0;
//Sidebuttonmovement
if((Input.GetAxis("Toggle Move")!=0) && (pbuffer == 0)){
pbuffer=coolDown;
mouseSideButton = !mouseSideButton;
}
if(mouseSideButton && Input.GetAxis("Vertical") != 0 )
mouseSideButton = false;
Vector3 vTargetOffset;
// If either mouse buttons are down, let the mouse govern camera position
if (GUIUtility.hotControl == 0)
{
if (Input.GetMouseButton(0) || Input.GetMouseButton(1))
{
//Check to see if mouse input is allowed on the axis
if (allowMouseInputX)
xDeg += Input.GetAxis ("Mouse X") * xSpeed * 0.02f;
else
RotateBehindTarget();
if (allowMouseInputY)
yDeg -= Input.GetAxis ("Mouse Y") * ySpeed * 0.02f;
//Interrupt rotating behind if mouse wants to control rotation
if (!lockToRearOfTarget)
rotateBehind = false;
}
// otherwise, ease behind the target if any of the directional keys are pressed
else if (Input.GetAxis("Vertical") != 0 || Input.GetAxis("Horizontal") != 0 || rotateBehind || mouseSideButton)
{
RotateBehindTarget();
}
}
yDeg = ClampAngle (yDeg, yMinLimit, yMaxLimit);
// Set camera rotation
Quaternion rotation = Quaternion.Euler (yDeg, xDeg, 0);
// Calculate the desired distance
desiredDistance -= Input.GetAxis ("Mouse ScrollWheel") * Time.deltaTime * zoomRate * Mathf.Abs (desiredDistance);
desiredDistance = Mathf.Clamp (desiredDistance, minDistance, maxDistance);
correctedDistance = desiredDistance;
// Calculate desired camera position
vTargetOffset = new Vector3 (0, -targetHeight, 0);
Vector3 position = target.transform.position - (rotation * Vector3.forward * desiredDistance + vTargetOffset);
// Check for collision using the true target's desired registration point as set by user using height
RaycastHit collisionHit;
Vector3 trueTargetPosition = new Vector3 (target.transform.position.x, target.transform.position.y + targetHeight, target.transform.position.z);
// If there was a collision, correct the camera position and calculate the corrected distance
var isCorrected = false;
if (Physics.Linecast (trueTargetPosition, position, out collisionHit, collisionLayers))
{
// Calculate the distance from the original estimated position to the collision location,
// subtracting out a safety "offset" distance from the object we hit. The offset will help
// keep the camera from being right on top of the surface we hit, which usually shows up as
// the surface geometry getting partially clipped by the camera's front clipping plane.
correctedDistance = Vector3.Distance (trueTargetPosition, collisionHit.point) - offsetFromWall;
isCorrected = true;
}
// For smoothing, lerp distance only if either distance wasn't corrected, or correctedDistance is more than currentDistance
currentDistance = !isCorrected || correctedDistance > currentDistance ? Mathf.Lerp (currentDistance, correctedDistance, Time.deltaTime * zoomDampening) : correctedDistance;
// Keep within limits
currentDistance = Mathf.Clamp (currentDistance, minDistance, maxDistance);
// Recalculate position based on the new currentDistance
position = target.transform.position - (rotation * Vector3.forward * currentDistance + vTargetOffset);
//Finally Set rotation and position of camera
transform.rotation = rotation;
transform.position = position;
}
private void RotateBehindTarget()
{
float targetRotationAngle = target.transform.eulerAngles.y;
float currentRotationAngle = transform.eulerAngles.y;
xDeg = Mathf.LerpAngle (currentRotationAngle, targetRotationAngle, rotationDampening * Time.deltaTime);
// Stop rotating behind if not completed
if (targetRotationAngle == currentRotationAngle)
{
if (!lockToRearOfTarget)
rotateBehind = false;
}
else
rotateBehind = true;
}
private float ClampAngle (float angle, float min, float max)
{
if (angle < -360f)
angle += 360f;
if (angle > 360f)
angle -= 360f;
return Mathf.Clamp (angle, min, max);
}
}