Problem on Camera panning

Hi,

i got the problem on this script zoom and rotate works fine but panning is not work i have try to solve this but not yet get. Help me to do this.
Here is the code:

//In a file MaxCamera.cs



using UnityEngine;

using System.Collections; 



public class MaxCamera : MonoBehaviour{


    public Transform target; 

    public Vector3 targetOffset;

    public float distance = 5.0f;

    public float maxDistance = 20;

    public float minDistance = .6f; 

    public float xSpeed = 200.0f;

    public float ySpeed = 200.0f; 

    public int yMinLimit = -80;

    public int yMaxLimit = 80; 

    public int zoomRate = 40;

    public float panSpeed = 0.3f; 

    public float zoomDampening = 5.0f; 

    private float xDeg = 0.0f;

    private float yDeg = 0.0f;

    private float currentDistance;

    private float desiredDistance; 
	

	RaycastHit hit;


    void Start()
	{
        Vector3 angles = transform.eulerAngles;

        xDeg = angles.x;

        yDeg = angles.y;

        currentDistance = distance;

        desiredDistance = distance;

    }	

	void Update()
	{

		Ray ray = Camera.mainCamera.ScreenPointToRay(camera.transform.position);

		if(Physics.Raycast(ray , out hit, 50.0f))

		{
			if(hit.collider)
				print("Now its hiting some thing");
		}

	}

    /** 

     * Camera logic on LateUpdate to only update after all character movement logic has been handled. 

     */

    void LateUpdate()
	{
        // Don't do anything if target is not defined 


        if (!target)

            return;


        // If Control and Alt and Middle button? ZOOM!

        if (Input.GetMouseButton(2)  Input.GetKey(KeyCode.LeftAlt)  Input.GetKey(KeyCode.LeftControl))

        {

            desiredDistance -= Input.GetAxis("Mouse Y") * Time.deltaTime * zoomRate*0.125f * Mathf.Abs(desiredDistance);

        }
		
        // If middle mouse and left alt are selected? ORBIT

        //else if (Input.GetMouseButton(2)  Input.GetKey(KeyCode.LeftAlt))

		else if (Input.GetMouseButton(1))
        { 
            xDeg += Input.GetAxis("Mouse X") * xSpeed * 0.02f;

            yDeg -= Input.GetAxis("Mouse Y") * ySpeed * 0.02f;

        } 		

        // otherwise if middle mouse is selected, we pan by way of transforming the target in screenspace

        else if (Input.GetMouseButton(2))
        {

            //grab the rotation of the camera

           // target.rotation = transform.rotation;

           transform.Translate(transform.right * -Input.GetAxis("Mouse X") * panSpeed  );

           transform.Translate(Vector3.up * -Input.GetAxis("Mouse Y") * panSpeed);

        }		

		// affect the desired Zoom distance if we roll the scrollwheel

        desiredDistance -= Input.GetAxis("Mouse ScrollWheel") * Time.deltaTime * zoomRate * Mathf.Abs(desiredDistance);


        //clamp the zoom min/max

        desiredDistance = Mathf.Clamp(desiredDistance, minDistance, maxDistance); 


        //Clamp the vertical axis for the orbit

        yDeg = ClampAngle(yDeg, yMinLimit, yMaxLimit);


        // set camera rotation 

        Quaternion rotation = Quaternion.Euler(yDeg, xDeg, 0); 

        // For smoothing of the zoom, lerp distance

        currentDistance = Mathf.Lerp(currentDistance, desiredDistance, Time.deltaTime * zoomDampening); 

        // keep within legal limits

        currentDistance = Mathf.Clamp(currentDistance, minDistance, maxDistance);


        // calculate position based on the new currentDistance 

        Vector3 position = target.position - (rotation * Vector3.forward * currentDistance + targetOffset  );

		print(rotation * Vector3.forward * currentDistance + targetOffset );

		//Vector3 position = transform.position;

        transform.rotation = rotation;

        transform.position = position;

    }	

    private static float ClampAngle(float angle, float min, float max)
    {
        if (angle < -360)

            angle += 360;	

        if (angle > 360)

            angle -= 360;

        return Mathf.Clamp(angle, min, max);

    }


}

got the answer…

For future forum searching users…

The answer on unity Q&A site.