Basically when I try to rotate the camera to -90 in the Y axis the camera moves to where I tell it but won’t rotate properly. Any Ideas?
My Code in c#:
// Update is called once per frame
void Update ()
{
if(EscClicked == false)
{
if(Input.GetKeyDown(KeyCode.Alpha2))
{
Position = "Second";
}
if(Input.GetKeyDown(KeyCode.Alpha3))
{
Position = "Third";
}
if(Input.GetKeyDown(KeyCode.Alpha4))
{
Position = "Fourth";
}
if(Input.GetKeyDown(KeyCode.Alpha1 ))
{
Position = "First";
}
if(Position == "First")
{
DistanceX = Player.transform.position.x;
DistanceY = Player.transform.position.y;
DistanceZ = Player.transform.position.z - 10;
RotationX = 0;
RotationY = 0;
RotationZ = 0;
Camera1.transform.position = new Vector3(DistanceX, DistanceY, DistanceZ);
Camera1.transform.rotation = new Quaternion(RotationX, RotationY, RotationZ, 0);
Side1.GetComponent<MeshRenderer>().enabled = false;
Side2.GetComponent<MeshRenderer>().enabled = true;
Side3.GetComponent<MeshRenderer>().enabled = true;
Side4.GetComponent<MeshRenderer>().enabled = true;
}
if(Position == "Second")
{
DistanceX = Player.transform.position.x;
DistanceY = Player.transform.position.y;
DistanceZ = Player.transform.position.z + 10;
RotationX = 0;
RotationY = 180;
RotationZ = 0;
Camera1.transform.position = new Vector3(DistanceX, DistanceY, DistanceZ);
Camera1.transform.rotation = new Quaternion(RotationX, RotationY, RotationZ, 0);
Side1.GetComponent<MeshRenderer>().enabled = true;
Side2.GetComponent<MeshRenderer>().enabled = false;
Side3.GetComponent<MeshRenderer>().enabled = true;
Side4.GetComponent<MeshRenderer>().enabled = true;
}
if(Position == "Third")
{
DistanceX = Player.transform.position.x + 10;
DistanceY = Player.transform.position.y;
DistanceZ = Player.transform.position.z;
RotationX = 0;
RotationY = -90;
RotationZ = 0;
Camera1.transform.position = new Vector3(DistanceX, DistanceY, DistanceZ);
Camera1.transform.rotation = new Quaternion(RotationX, RotationY, RotationZ, 0);
Side1.GetComponent<MeshRenderer>().enabled = true;
Side2.GetComponent<MeshRenderer>().enabled = true;
Side3.GetComponent<MeshRenderer>().enabled = false;
Side4.GetComponent<MeshRenderer>().enabled = true;
Debug.Log(Camera1.transform.rotation);
}
if(Position == "Fourth")
{
DistanceX = Player.transform.position.x;
DistanceY = Player.transform.position.y;
DistanceZ = Player.transform.position.z;
RotationX = 0;
RotationY = 0;
RotationZ = 0;
Camera1.transform.position = new Vector3(DistanceX, DistanceY, DistanceZ);
Camera1.transform.rotation = new Quaternion(RotationX, RotationY, RotationZ, 0);
Side1.GetComponent<MeshRenderer>().enabled = true;
Side2.GetComponent<MeshRenderer>().enabled = true;
Side3.GetComponent<MeshRenderer>().enabled = true;
Side4.GetComponent<MeshRenderer>().enabled = false;
}
if(Input.GetKeyDown(KeyCode.Escape))
{
EscClicked = true;
Player.GetComponent<CharacterController>().enabled = false;
Player.GetComponent<Rigidbody>().isKinematic = true;
}
}