I have a camera script that lets you control the camera and orbit it around a planet and dolly in, but I want the camera to rotate while it dollies. Thus, instead of simply seeing the planet’s surface closer, you would also see the horizon. For some reason I’m having a hard time putting into words what I want to happen so I made a picture:

Here’s my code:
var target : Transform;
var distanceMin = 2.0;
var distanceMax = 15.0;
var distanceInitial = 3.0;
var scrollSpeed = 1.0;
var xSpeed = 250.0;
var ySpeed = 120.0;
var yMinLimit = -20;
var yMaxLimit = 80;
private var x = 0.0;
private var y = 0.0;
private var distanceCurrent = distanceInitial;
@AddComponentMenu("Camera-Control/Mouse Orbit")
partial class MouseOrbit { }
function Start () {
var angles = transform.eulerAngles;
x = angles.y;
y = angles.x;
// Make the rigid body not change rotation
if (rigidbody)
rigidbody.freezeRotation = true;
}
function LateUpdate () {
if (target) {
// Only rotate if right-click-dragging
if (Input.GetMouseButton(1))
{
x += Input.GetAxis("Mouse X") * xSpeed * 0.02;
y -= Input.GetAxis("Mouse Y") * ySpeed * 0.02;
}
distanceCurrent -= Input.GetAxis("Mouse ScrollWheel") * scrollSpeed;
distanceCurrent = Mathf.Clamp(distanceCurrent, distanceMin, distanceMax);
y = ClampAngle(y, yMinLimit, yMaxLimit);
var rotation = Quaternion.Euler(y, x, 0);
var position = rotation * Vector3(0.0, 0.0, -distanceCurrent) + target.position;
transform.rotation = rotation;
transform.position = 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);
}
can haz help?