ok, kinda in a hurry but lemme try an rundown my problem. My camera system is a free floating RTS type /sins of a solar empire, i.e. it pans and rotates any direction(almost, clamped so it doesnt flip).
main script is attached to an empty game object which Pans (forward, backward, side to side) and Rotates(orbits) target on the horizontal, which then has a child object for the Pitch Angle(orbit Vertically), and finally a camera offset aimed at these empty objects. The root needs to rotate on the horizontal axis (works) and translate back, forward, side to side etc. Then the Pitch object grabs mouse axis y for vertical orbit. (also works)
I can make the panning work by using an “if on key transform.Translate(vec3)”. however im trying to make a smooth gliding movement like ive done to the rotation(orbit) using damp angle and transform.EulerAngles(one for root, and one for pitch object) in the update, then just add mouse axis to a variable on mouse right click.
for some reason when i try to accomplish this for the panning of the camera it seems to always use world space, for instance trying to pan local z always goes in world z direction, doesnt matter how camera is turned in game and also doesnt matter if camera starts out at diff angle.
the script is attached to the game object im trying to move, and using debug i see that its actually turning.
ive also tried using localPosition and it still seems to ignore it.
i can post a code snippet if need be but right now its in heavy construction with lots a comment-outs and trial stuff.
ALSO : since my mathf.SmoothDampAngle is running twice per update( 1 for x, 1 for y) and updating EulerAngles should i put this in some sort of “If damp angle is different/changes{ then do smoothdamp and angles” for optimization?