# Smooth Mouse Orbit

Smooth mouse orbit like the default smooth lookat and follow. How is this done?

Hi,

Here is a working example:

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

var xSpeed = 250.0;
var ySpeed = 120.0;

var yMinLimit = -20;
var yMaxLimit = 80;

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

var smoothTime = 0.3;

private var xSmooth = 0.0;
private var ySmooth = 0.0;
private var xVelocity = 0.0;
private var yVelocity = 0.0;

private var posSmooth = Vector3.zero;
private var posVelocity = Vector3.zero;

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

xSmooth = Mathf.SmoothDamp(xSmooth, x, xVelocity, smoothTime);
ySmooth = Mathf.SmoothDamp(ySmooth, y, yVelocity, smoothTime);

ySmooth = ClampAngle(ySmooth, yMinLimit, yMaxLimit);

var rotation = Quaternion.Euler(ySmooth, xSmooth, 0);

// posSmooth = Vector3.SmoothDamp(posSmooth,target.position,posVelocity,smoothTime);

posSmooth = target.position; // no follow smoothing

transform.rotation = rotation;
transform.position = rotation * Vector3(0.0, 0.0, -distance) + posSmooth;
}
}

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);
}

``````

Now, the camera smoothly follows the target and also smoothly rotates around.

Comments on how to do this better or more efficiently are welcomed :)

Bye,

Jean