I use this mouse orbit script:
var target : Transform; var distance = 10.0;
var xSpeed = 40.0; var ySpeed = 40.0;
var yMinLimit = -100000; var yMaxLimit = 100000;
var distanceMin = 3; var distanceMax = 15;
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 (Input.GetMouseButton(0))
x += Input.GetAxis("Mouse X") * xSpeed * distance* 0.02;
y -= Input.GetAxis("Mouse Y") * ySpeed * 0.02;
y = ClampAngle(y, yMinLimit, yMaxLimit);
var rotation = Quaternion.Euler(y, x, 0);
distance = Mathf.Clamp(distance - Input.GetAxis("Mouse ScrollWheel")*5, distanceMin, distanceMax);
var hit : RaycastHit;
if (Physics.Linecast (target.position, transform.position, hit))
distance -= hit.distance;
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);
}
What I would like, is that there is no movement from the mouse at all, UNTIL, I click the mouse 1 button, right now, it's almost perfect, but the mouse still controls the verticle or y axis automatically, what I mean is, if I dont click mouse 1, mouse is still looking in the y axis, aka up and down. I don't want it to at all, util I click that button. x and z are fine, as they don't work until click.