I’m currently working on a game prototype where the camera is controlled by the commonly used MouseOrbitImproved script, however I’ve run into a problem concerning the camera’s distance to the player when the player is approaching a surface.
It would seem that the calculation for the collision distance is inverted, I’ll explain.
When the camera is in-between the player and a wall,
wall|__[camera]---------(player)
if the player moves towards the wall, the moment the wall comes within the same distance as the camera, the camera zooms in on the player.
wall|_______ [camera]-(player)
However, the closer the player gets to the wall, the further away from the player the camera positions itself.
wall|__[camera]----(player)
This leads to the camera clipping through walls and other geometry where it is undesired.
[camera]–wall|(player)
If this isn’t clear please ask more questions.
The MouseOrbitImproved C# code:
using UnityEngine;
using System.Collections;
using System.Collections.Generic;
[AddComponentMenu("Camera-Control/Mouse Orbit with zoom")]
public class MouseOrbitImproved : 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;
private Rigidbody rigidbody;
float x = 0.0f;
float y = 0.0f;
// Use this for initialization
void Start()
{
Vector3 angles = transform.eulerAngles;
x = angles.y;
y = angles.x;
rigidbody = GetComponent<Rigidbody>();
// Make the rigid body not change rotation
if (rigidbody != null)
{
rigidbody.freezeRotation = true;
}
}
void LateUpdate()
{
if (target)
{
x += Input.GetAxis("Mouse X") * xSpeed * distance * 0.02f;
y -= Input.GetAxis("Mouse Y") * ySpeed * 0.02f;
y = ClampAngle(y, yMinLimit, yMaxLimit);
Quaternion rotation = Quaternion.Euler(y, x, 0);
//distance = Mathf.Clamp(distance - Input.GetAxis("Mouse ScrollWheel") * 5, distanceMin, distanceMax);
float dst = distance;
RaycastHit hit;
if (Physics.Linecast(target.position, rotation * new Vector3(0f, 0f, -distance) + target.position, out hit))
{
dst -= hit.distance;
}
Vector3 negDistance = new Vector3(0.0f, 0.0f, -dst);
Vector3 position = rotation * negDistance + target.position;
// where the problem likely occurs
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);
}
}
What i’m looking for is a possible solution or help to pinpoint the problem in this code.