# Modified mouse orbit interfering with camera rotation

Hi everyone,

Firstly, this forum has been so useful, so thank you for all your contributions. I’m no great shakes at JS and this is my first Unity project, so I’m at the mercy of your wisdom.

I have a camera orbiting an empty object which itself contains some lighting and models. I’ve modified the standard Unity Mouse Orbit script so that the orbit is limited to a click-drag mouse input, but I find this orbit is interfering with, well, most other scripts attached to the empty object and its children.

I have two scripts attached to one main camera:
(1) A modified version of the standard Unity Mouse Orbit, so that it only works on left mouse button down; and
(2) A script to rotate the camera +/- 90 degrees about the Z-axis whenever a button is clicked:

(1) Modified Mouse Orbit

``````    var target : Transform;
var distance = 10.0;

var xSpeed = 250.0;
var ySpeed = 120.0;

var yMinLimit = -360;
var yMaxLimit = 360;

private var x = 0.0;
private var y = 0.0;

@script AddComponentMenu("Camera-Control/Mouse Orbit")

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 && Input.GetMouseButton(0)) {
x += Input.GetAxis("Mouse X") * xSpeed * 0.02;
y -= Input.GetAxis("Mouse Y") * ySpeed * 0.02;

y = ClampAngle(y, yMinLimit, yMaxLimit);

var rotation = Quaternion.Euler(y, x, 0);
var position = rotation * Vector3(0.0, 0.0, -distance) + target.position;

transform.rotation = rotation;
transform.position = position;
}
}

function repositionCameraNoMouse() {
if (target) {
y = ClampAngle(y, yMinLimit, yMaxLimit);

var rotation = Quaternion.Euler(y, x, 0);
var position = rotation * Vector3(0.0, 0.0, -distance) + 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);
}
``````

(2) Rotate Cam

``````var camRotLeft = false; // object rotates left if true
var camRotRight = false; // object rotates right if true;
var cam : Camera;

function OnGUI(){
camRotLeft = GUI.Button(Rect(390,530,60,20), "-90°");
camRotRight = GUI.Button(Rect(390,560,60,20), "+90°");
}

function Update(){

if (camRotLeft) cam.transform.Rotate(0, 0, -90);
if (camRotRight) cam.transform.Rotate(0, 0, 90);
}
``````

I’ve used Rotate Cam on simple little test objects and it’s worked just fine, but as soon as I adapt it for this camera in conjunction with Modified Mouse Orbit, it falls flat. Any advice is greatly appreciated!

All the Best,
S.

you’re trying to set the rotation simultaneously from both scripts. A good solution is to combine the two:

``````var lookDirection = 0;

var camRotLeft = false; // object rotates left if true
var camRotRight = false; // object rotates right if true;

var target : Transform;
var distance = 10.0;

var xSpeed = 250.0;
var ySpeed = 120.0;

var yMinLimit = -360;
var yMaxLimit = 360;

private var x = 0.0;
private var y = 0.0;

@script AddComponentMenu("Camera-Control/Mouse Orbit")

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 OnGUI(){
camRotLeft = GUI.Button(Rect(390,530,60,20), "-90°");
camRotRight = GUI.Button(Rect(390,560,60,20), "+90°");
}

function Update () {

if (camRotLeft && lookDirection >= 90)
lookDirection -= 90;
else if(camRotLeft)
lookDirection = 270;
if (camRotRight && lookDirection <= 270)
lookDirection += 90;
else if(camRotRight)
lookDirection = 90;
if (target && Input.GetMouseButton(0)) {
x += Input.GetAxis("Mouse X") * xSpeed * 0.02;
y -= Input.GetAxis("Mouse Y") * ySpeed * 0.02;

y = ClampAngle(y, yMinLimit, yMaxLimit);

var rotation = Quaternion.Euler(y, x, lookDirection);
var position = rotation * Vector3(0.0, 0.0, -distance) + target.position;

transform.rotation = rotation;
transform.position = position;
}
}

function repositionCameraNoMouse() {
if (target) {
y = ClampAngle(y, yMinLimit, yMaxLimit);

var rotation = Quaternion.Euler(y, x, 0);
var position = rotation * Vector3(0.0, 0.0, -distance) + 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);
}
``````

Disclaimer: This is a quick and dirty attempt to combine the two, but I think it may technically work. My logic for setting look direction could probably be drastically improved though