Hello, what i’m trying to do is create a RTS game and i need very specific camera controls.
So what i need to do is create controls like in the Unity environment. So when i right-click i can rotate the camera towards my mouse, like in Unity. And i’m not quite sure where to start. I’m guessing it would go something like this:
var : mouseInput = Input.mousePosition;
function Update(){
if (Input.GetAxis("Jump")){
Camera.main.transform.lookat(mouseInput)
}
}
Or something like that… I’m not sure exactly how i would go about doing this. That’s why i’m asking this question. Thanks if you can answer this for me! 
One more thing, i suck when it comes to ray cast. So i was wondering if there was some way to do this without using it. Thanks!! 
There is a script called MouseLook in the Character Controller Asset Package (To get it go to Asset (on top bar) > Import Package > Character Controller) that gives that lets you look around just like that. Attach it to your camera then attach a new script that will enable and disable the MouseLook Script like this:
function Update ()
{
if(Input.GetButton("Fire2"))//right-click button
{
GetComponent("MouseLook").enabled = true;
}
else
{
GetComponent("MouseLook").enabled = false;
}
}
And that should work for you!
Answering your more specific question if you want to look at a mouse position you need to transform the mouseinput from screenspace to a worldspace vector with Camera.main.ViewportToWorldPoint(…) Note, you will have to set the depth (z) by yourself though this way. if you are working with a terrain, you may want to cast a ray out and test for a terrain hit to get that position vector instead.
Then you can use a rotateTowards function on the camera (in a coroutine for example to smooth it). The specific code to do this depends on what you are doing, and is really your job once you understand the basics.
If you are looking for something that behaves similar to the way the right mouse button works in Scene view, put this on the camera:
#pragma strict
private var v3Mouse : Vector3;
private var v3Center = Vector3(Screen.width / 2.0, Screen.height / 2.0, 0.0);
function Update () {
if (Input.GetMouseButtonDown(1)) {
v3Mouse = Input.mousePosition;
}
if (Input.GetMouseButton(1)) {
var v3 = Input.mousePosition - v3Mouse;
var ray = Camera.main.ScreenPointToRay(v3Center + v3);
transform.rotation = Quaternion.LookRotation(ray.direction);
v3Mouse = Input.mousePosition;
}
}
Oh, and their is no Raycasts()!