Is it possible to rebind the default scene view controls?
Instead of ALT + LMB, I’d like to use RMB to orbit.
Is it possible to rebind the default scene view controls?
Instead of ALT + LMB, I’d like to use RMB to orbit.
I’d like the answer to this too
Bump
Excessive bumpage
Why? Please stop this. You don’t help anyone with it, including yourself.
As for the question, probably not. You only can remap key bindings through Shortcuts settings, so the Flythrough mode can be rebound.
At least one other person in this thread wants an answer to this. I figure it’s an easy question for a Unity dev to answer, and sometimes questions like this get ignored and buried, only to be resurrected much later by yet another person wanting an answer. Or another person might start a new thread asking the same question. Google searches lead to these threads, which improve the Unity knowledge base.
A simple “No, not at this time.” from a Unity person is all it takes. I hear ya though; I’m also frustrated at this point and I’ll let the thread die.
The second part of your comment is somewhat helpful but not definitive. Thanks, regardless.
I’d also like this, for the record. It’s a small thing, but would be appreciated.
Actually, though, it speaks to a larger point of having customizable actions for lots of things. Letting users bind all sorts of actions to their preferred shortcuts is fabulous, in those programs that enable such things.
On another related note, having natural trackpad gestures for zooming and orbiting on the Mac would be a nice improvement. Pinch-to-zoom instead of scroll-to-zoom is how native Mac apps are “supposed” to function. The way it currently is feels unnatural in that ecosystem. Scroll should pan / rotate.
I’d love to customize scene view navigation shortcuts. Especially making Orbit default to RMB :).
The way I work around this for now is using Isometric view, which defaults RMB to Orbit.
OP isn’t willing to bump this, but I have no shame. I want to be able to remap mouse buttons. My workflow would greatly benefit from swapping alt+click and right click.
I would also greatly appreciate this feature. I drag the mouse while using alt-left click to orbit and alt-right click to zoom way more than I use left click while dragging to select things or right click while dragging to turn my view. Having an option to make it so that drag-select and turning needing the alt key and orbit and micro-zooming just needing the mouse buttons on their own would be a welcome addition imo.
Absolutely agree with CasualCollision, I use orbit WAY MORE than area selection, and having to CONSTANTLY press a modifier key is RIDICULOUS. There must be a way around this. And if not, there should be. In my opinion, a LMB click could default to selection, whereas a click and drag could default to orbit, with group selection requiring the modifier key.
I’d also like this feature. Like nimbii82 said, the modifier key gets annoying after a while.
I have a mouse with lots of buttons, specifically because I like doing things with the mouse. I don’t want to build a unique mouse profile for Unity, I only have 3 and swapping from app to app is dumb. The lack of support is shameful.
I’d also really like this, though more just rebindable scene hotkeys in genreal. I have a little level editor tool that would work really well with scroll wheel since all the camera stuff is handled to show what the level will show in play mode. As far as I can find, there is no way to stop Unity from zooming the camera on a scroll event. I can either use the event before it gets a chance to and causing other issues in the process, or setting the camera zoom back to what it was and having that be jittery (at least from my attempts).
There may be a way. I have a tool that hooks into the on scene gui callback (beforeSceneGui, duringSceneGui, onSceneGUIDelegate for older versions of unity). Within that callback I get the current event and then I conditionally swallow it.
[ExecuteInEditMode]
public class MyTool: MonoBehaviour
{
private void OnEnable ()
{
SceneView.beforeSceneGui += UpdateToolFromEvent;
}
private void OnDisable ()
{
SceneView.beforeSceneGui -= UpdateToolFromEvent;
}
void UpdateToolFromEvent(SceneView view)
{
Event current = Event.current;
if (current.isScrollWheel)
{
DoMyToolLogic ();
current.Use ();
}
}
}
In my situation, I’m overriding W,E,R keyboard inputs, but I think it could work for scroll too. Would at least be worth checking if you haven’t yet.
I can’t say for sure this will work for you since I don’t know too much about what you’re doing, but this is roughly how I have my tool structured.
I have a workaround!
I’m using X-Mouse Button Control. X-Mouse Button Control
I added a profile for unity.exe.
Set middle click to “Simulated Keys: (during) {ALT}{LMB}”
Then set right click to “Button Held: (Custom)” with the settings “Normal click: Right click. Held for 200ms: Middle Click”
MMB is now orbit, and if you hold RMB it will pan.
This isn’t perfect, but you don’t have to mod unity, and you can obviously set the keys to whatever is comfortable.
This set up works closer to how I have my SketchUp controls set.
Hope this helps someone out!
Google kinda took me here…
I would be happy with an implementation of this!
anyone seem this?
bump. Really want to swap the rmb & alt+lmb buttons. I was going to do with with AHK, but I don’t think I can because I need the native rmb & lmb functions in the other tabs.
Right click rotate is the pressing issue of our time
I’m using version 6000.032f1 and the way I got around with this was using the Edit>Shortcuts window to change the “Scene View/Orbit” Command to the right mouse click, doing this automatically unbinds the right click to the Area View so you can do this and have the views working the way you’d expect/want them too. Just type in “orbit” on the search bar bellow the mouse sprite and you’ll find it.
Cheers guys!