# Need help with a mouse orbit script

Hi! i need some help with a camera issue.
Im making a 3rd person game and i want a drag camera orbit thingy.
I have tried MouseOrbitImproved (Author Veli V). but it has a mouse bug.
then i tried this camera orbit on mouse drag(forum), but it has a smoothing thingy
and it is very annoying. so i made like a mix of these two and i got good result but i am not really satisfied by that the camera “bouncing” back when you get to a distance, i want the camera to have a maxdistance, and when it reach the maxdistance it will stay on it, and not “bounce” back.

(Sorry for my grammatical mistakes)

Here is the mix:

using UnityEngine;
using System.Collections;

public class MouseOrbit : MonoBehaviour
{
public Transform target;
public float distance = 5.0f;
public float xSpeed = 120.0f;
public float ySpeed = 120.0f;

public float x = 0.0f;
public float y = 0.0f;

// Use this for initialization
void Start ()
{
Vector3 angles = transform.eulerAngles;
x = angles.y;
y = angles.x;

if(rigidbody)
{
rigidbody.freezeRotation = true;
}
}

// Update is called once per frame
void Update ()
{
if(target)
{
if(Input.GetMouseButton(0))
{
x += xSpeed * Input.GetAxis("Mouse X");
y += ySpeed * Input.GetAxis("Mouse Y");
}
}
Quaternion rotation = Quaternion.Euler (y, x, 0);
//Mouse ScrollWheel
distance = Mathf.Clamp (distance - Input.GetAxis ("Mouse ScrollWheel") * 5, .5f, 15f);

RaycastHit hit;
if(Physics.Linecast (target.position, transform.position, out hit))
{
distance -= hit.distance;
}
Vector3 negDistance = new Vector3 (0.0f, 0.0f, -distance);
Vector3 position = rotation * negDistance + target.position;

transform.rotation = rotation;
transform.position = position;
}
public static float ClampAngle(float angle, float min, float max)
{
if (angle < 360F)
angle += 360F;
if (angle > 360F)
angle -= 360F;
return Mathf.Clamp (angle, min, max);
}
}

using UnityEngine;
using UnityEngine;
using System.Collections;

public class rotateonmouse : MonoBehaviour
{
public Transform target;
public float distance = 5.0f;
public float xSpeed = 120.0f;
public float ySpeed = 120.0f;

public float yMinLimit = -20f;
public float yMaxLimit = 80f;

public float distanceMin = .5f;
public float distanceMax = 15f;

public float smoothTime = 2f;

float rotationYAxis = 0.0f;
float rotationXAxis = 0.0f;

float velocityX = 0.0f;
float velocityY = 0.0f;

// Use this for initialization
void Start()
{
Vector3 angles = transform.eulerAngles;
rotationYAxis = angles.y;
rotationXAxis = angles.x;

// Make the rigid body not change rotation
if (rigidbody)
{
rigidbody.freezeRotation = true;
}
}

void LateUpdate()
{
if (target)
{
if (Input.GetMouseButton(1))
{
velocityX += xSpeed * Input.GetAxis("Mouse X") * 0.02f;
velocityY += ySpeed * Input.GetAxis("Mouse Y") * 0.02f;
}

rotationYAxis += velocityX;
rotationXAxis -= velocityY;

rotationXAxis = ClampAngle(rotationXAxis, yMinLimit, yMaxLimit);

Quaternion fromRotation = Quaternion.Euler(transform.rotation.eulerAngles.x, transform.rotation.eulerAngles.y, 0);
Quaternion toRotation = Quaternion.Euler(rotationXAxis, rotationYAxis, 0);
Quaternion rotation = toRotation;

Vector3 negDistance = new Vector3(0.0f, 0.0f, -distance);
Vector3 position = rotation * negDistance + target.position;

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

velocityX = Mathf.Lerp(velocityX, 0, Time.deltaTime * smoothTime);
velocityY = Mathf.Lerp(velocityY, 0, Time.deltaTime * smoothTime);
}

}

public static float ClampAngle(float angle, float min, float max)
{
if (angle < -360F)
angle += 360F;
if (angle > 360F)
angle -= 360F;
return Mathf.Clamp(angle, min, max);
}

}

for smooth movement , having a max/min disance and allowing to set the rotation speed