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Question by Janizki · Feb 11, 2016 at 10:16 AM · 3dcamera-movementmousepositioncamera followobject movement

Object and camera following mouse

Hi,

I'm trying to do a game where you throw an cylindrical object at other objects on the ground and the "starting" throwing position is the same, atleast Z axis wise. So you can move horizontally and vertically .

I currently have the throwable object following the mouse while the camera is fixed looking at the starting "pile" of objects head on, but since they will most definetly move that 1 camera position is not good enough to get a picture where the objects are.

I would like to get so that both the camera and object follows the mouse and when it is finally launched the camera would stay there and you would be able to scroll other cameras afterwards to see results etc.

I currently have the script attached to the thrown object.

 public Rigidbody rb;
 private bool heitto = false; //heitto means throw
 public float voima = 100; //voima means force

 void Start () 
 {
     rb = GetComponent <Rigidbody>();
 }
 
 // Update is called once per frame
 void Update () 
 {
     if (Input.GetButton ("Fire1")) 
     {
         heitto = true;
         rb.AddRelativeForce (Vector3.forward * voima);
         rb.constraints = RigidbodyConstraints.None;
                     //rigidbody has all position axes locked at start, this removes them to allow the throw
     }
     if (!heitto) {
         Vector3 temp = Input.mousePosition;
         temp.z = 2f;
         this.transform.position = Camera.main.ScreenToWorldPoint (temp);
     }
 }


Any help on this matter is greatly appreciated as i have found no help to this from the forums, only camera or the object following, not both.

Thanks in advance

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