Hey!
I’m new here and I want my mouse orbit to rotate SMOOTH around a target. this is what i have so far… hope you can help! thanks!
using UnityEngine;
using System.Collections;
public class Orbit_New : MonoBehaviour {
public Transform target;
public float distance= 15f ;
// public int cameraSpeed= 5 ;
public float xSpeed= 175.0f;
public float ySpeed= 75.0f;
private float lastDist = 0;
// private float curDist = 0;
public int yMinLimit= 10; //Lowest vertical angle in respect with the target.
public int yMaxLimit= 10;
private float x= 0.0f;
private float y= 0.0f;
void Start (){
Vector3 angles= transform.eulerAngles;
x = angles.y;
y = angles.x;
// Make the rigid body not change rotation
if (rigidbody)
rigidbody.freezeRotation = true;
}
void Update (){
if (target && camera) {
//Detect mouse drag;
if(Input.GetMouseButton(0)) {
x += Input.GetAxis("Mouse X") * xSpeed * 0.02f;
y -= Input.GetAxis("Mouse Y") * ySpeed * 0.02f;
}
y = ClampAngle(y, yMinLimit, yMaxLimit);
Quaternion rotation= Quaternion.Euler(y, x, 0);
Vector3 vTemp = new Vector3(0.0f, 0.0f, -distance);
Vector3 position= rotation * vTemp + target.position;
transform.position = Vector3.Lerp (transform.position, position, xSpeed*Time.deltaTime+2);
transform.rotation = rotation;
}
}
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);
}
}
using UnityEngine;
using UnityEngine;
using System.Collections;
//[AddComponentMenu("Camera-Control/Mouse drag Orbit with zoom")]
public class rotateonmouse : 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;
public float smoothTime = 2f;
float rotationYAxis = 0.0f;
float rotationXAxis = 0.0f;
float velocityX = 0.0f;
float velocityY = 0.0f;
// Use this for initialization
void Start()
{
Vector3 angles = transform.eulerAngles;
rotationYAxis = angles.y;
rotationXAxis = angles.x;
// Make the rigid body not change rotation
if (rigidbody)
{
rigidbody.freezeRotation = true;
}
}
void LateUpdate()
{
if (target)
{
if (Input.GetMouseButton(1))
{
velocityX += xSpeed * Input.GetAxis("Mouse X") * 0.02f;
velocityY += ySpeed * Input.GetAxis("Mouse Y") * 0.02f;
}
rotationYAxis += velocityX;
rotationXAxis -= velocityY;
rotationXAxis = ClampAngle(rotationXAxis, yMinLimit, yMaxLimit);
Quaternion fromRotation = Quaternion.Euler(transform.rotation.eulerAngles.x, transform.rotation.eulerAngles.y, 0);
Quaternion toRotation = Quaternion.Euler(rotationXAxis, rotationYAxis, 0);
Quaternion rotation = toRotation;
Vector3 negDistance = new Vector3(0.0f, 0.0f, -distance);
Vector3 position = rotation * negDistance + target.position;
transform.rotation = rotation;
transform.position = position;
velocityX = Mathf.Lerp(velocityX, 0, Time.deltaTime * smoothTime);
velocityY = Mathf.Lerp(velocityY, 0, Time.deltaTime * smoothTime);
}
}
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);
}
}
that should do it
Well what you’re doing appears to be right. To smooth the rotation, you’d do transform.rotation = Quaternion.Slerp(transform.rotation, rotation, 1.0f * Time.deltaTime)
The 1.0f can be any number you want. Hope that helps.