Hello all, my camera is going a bit crazy when i click and drag, here’s an example gif i made:
And here is my current camera code:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class ThirdPersonCamera : MonoBehaviour
{
private const float Y_ANGLE_MIN = 5.0f;
private const float Y_ANGLE_MAX = 45.0f;
private const float DISTANCE_MAX = 40.0f;
private const float DISTANCE_MIN = 20.0f;
private const float TRANS_MIN = 1.0f;
private const float TRANS_MAX = 2.0f;
public Transform lookAt;
public Transform camTransform;
public GameObject player;
private Camera cam;
public float distance = 20.0f;
private float currentX = 0.0f;
private float currentY = 0.0f;
private float sensitivityX = 4.0f;
private float sensitivityY = 1.0f;
private float trandis;
public Vector3 height = new Vector3(0, 0, 0);
private bool below = false;
private float speed = 3.5f;
private void Start()
{
//Makes camTransform a transform
camTransform = transform;
//Sets variable cam value to the main camera
cam = Camera.main;
}
private void Update()
{
if (Input.GetMouseButton(2))
{
transform.Rotate(new Vector3(Input.GetAxis("Mouse Y") * speed, -Input.GetAxis("Mouse X") * speed, 0));
currentX = transform.rotation.eulerAngles.x;
currentY = transform.rotation.eulerAngles.y;
transform.rotation = Quaternion.Euler(currentX, currentY, 0);
//Makes the camera move by looking at the axis of the mouse(Also multiplied by the seisitivity.)
currentX -= Input.GetAxis("Mouse X") * sensitivityX;
currentY -= Input.GetAxis("Mouse Y") * sensitivityY;
//Limits the Y variable
currentY = Mathf.Clamp(currentY, Y_ANGLE_MIN, Y_ANGLE_MAX);
//Thiago Laranja's scrollwheel implemetation.
if (Input.GetAxis("Mouse ScrollWheel") > 0) { distance -= 1.0f; }
if (Input.GetAxis("Mouse ScrollWheel") < 0) { distance += 1.0f; }
//Makes sure that these variables never go over the max and be les than the min. :)
distance = Mathf.Clamp(distance, DISTANCE_MIN, DISTANCE_MAX);
trandis = Mathf.Clamp(distance, TRANS_MIN, TRANS_MAX) - 1;
//Sets players transparency(Make sure that player materials rendering mode has set to transparent or other mode that supports transparency)
player.GetComponent<Renderer>().material.color = new Color(player.GetComponent<Renderer>().material.color.r, player.GetComponent<Renderer>().material.color.g, player.GetComponent<Renderer>().material.color.b, trandis);
//Disables the object from rendering if your're at distance 0.8.
if (distance <= 0.8f) { player.GetComponent<Renderer>().enabled = false; }
if (distance > 0.8f) { player.GetComponent<Renderer>().enabled = true; }
//If close enough to the character sinp into distance of 0.1(If distance is 0 the camera cant be rotated.)
if (distance <= 0.8f && below == false) { distance = 0.1f; below = true; }
if (distance >= 0.8f && below == true) { below = false; }
}
}
private void LateUpdate()
{
//Subtracts hte distance from Z coordinate
Vector3 dir = new Vector3(0, 0, -distance);
//Creates an quaternion for rotation(too bad that we cannot use Vector3. :smile: )
Quaternion rotation = Quaternion.Euler(currentY, currentX, 0);
//Sets the cameras position and makes it look at player.
camTransform.position = lookAt.position + height + rotation * dir;
camTransform.LookAt(lookAt.position + height);
}
}
Thanks for any help in advance