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Question by giannisporiazis96 · Mar 17, 2019 at 01:34 PM · c#camerarotation3dposition

Why is the camera going crazy when the player moves?

Everyt$$anonymous$$ng works perfectly..that is untill the player starts moving..when he does, the camera starts rotating around the player in every angle like crazy. Why is that happening? I want the rotation to stay exactly as it was until the user rotates the camera once again. BUT if i try to remove transform.rotation = rotation when the player starts moving then the camera starts trembling. Please help me out guys... Thanks.

using UnityEngine; using System.Collections;

public class CamaraJugador : MonoBehaviour { public Transform CameraTarget; private float x = 0.0f; private float y = 0.0f;

 private int mouseXSpeedMod = 5;
 private int mouseYSpeedMod = 5;
 
 public float MaxViewDistance = 15f;
 public float MinViewDistance = 1f;
 public int ZoomRate = 20;
 private int lerpRate = 5;
 private float distance = 3f;
 private float desireDistance;
 private float correctedDistance;
 private float currentDistance;
 public bool TargetMoving;
 public Vector3 TargetOffset;
 public static float CamRot;
 public float LockedRot_x;
 public float LockedRot_y;
 public float LockedRot_z;

 public float cameraTargetHeight = 1.0f;
 
 //checks if first person mode is on
 private bool click = false;
 //stores cameras distance from player
 private float curDist = 0;
 
 // Use t$$anonymous$$s for initialization
 void Start () {
     Vector3 Angles = transform.eulerAngles;
     x = Angles.x;
     y = Angles.y;
     currentDistance = distance;
     desireDistance = distance;
     correctedDistance = distance;
     CamRot = transform.eulerAngles.y;
 }
 
 // Update is called once per frame
 void LateUpdate () {
     CamRot = transform.eulerAngles.y;
     TargetMoving = Movement.Moving;
     if (Input.GetMouseButton (1)) {/*0 mouse btn izq, 1 mouse btn der*/
         x += Input.GetAxis("Mouse X") * mouseXSpeedMod;
         y -= Input.GetAxis("Mouse Y") * mouseYSpeedMod;
     }else if (Input.GetAxis("Vertical") != 0 || Input.GetAxis("Horizontal") != 0)
     {
         float targetRotantionAngle = CameraTarget.eulerAngles.y;
         float cameraRotationAngle = transform.eulerAngles.y;
         x = Mathf.LerpAngle(cameraRotationAngle,targetRotantionAngle, lerpRate * Time.deltaTime);
         x = x - 180;
     }

     y = ClampAngle (y, -15, 25);
     Quaternion rotation = Quaternion.Euler (y,x,0);

     /*if (Input.GetMouseButtonUp (1))
     {
         LockedRot_x = transform.eulerAngles.x;
         LockedRot_y = transform.eulerAngles.y;
         LockedRot_z = transform.eulerAngles.z;
         Debug.Log(LockedRot_x);
         Debug.Log(LockedRot_y);
         Debug.Log(LockedRot_z);
     }*/

     desireDistance -= Input.GetAxis("Mouse ScrollWheel") * Time.deltaTime * ZoomRate * Mathf.Abs(desireDistance);
     desireDistance = Mathf.Clamp (desireDistance, MinViewDistance, MaxViewDistance);
     correctedDistance = desireDistance;
     
     Vector3 position = CameraTarget.position - (rotation * Vector3.forward * desireDistance);
     
     RaycastHit collisionHit;
     Vector3 cameraTargetPosition = new Vector3 (CameraTarget.position.x, CameraTarget.position.y + cameraTargetHeight, CameraTarget.position.z);
     
     bool isCorrected = false;
     if (Physics.Linecast (cameraTargetPosition, position, out collisionHit)) {
         position = collisionHit.point;
         correctedDistance = Vector3.Distance(cameraTargetPosition,position);
         isCorrected = true;
     }
     
     //?
     //condicion ? first_expresion : second_expresion;
     //(input > 0) ? isPositive : isNegative;
     
     currentDistance = !isCorrected || correctedDistance > currentDistance ? Mathf.Lerp(currentDistance,correctedDistance,Time.deltaTime * ZoomRate) : correctedDistance;
     
     position = CameraTarget.position - (rotation * Vector3.forward * currentDistance + new Vector3 (0, -cameraTargetHeight, 0));
     
     if (TargetMoving == false)
     {
         transform.rotation = rotation;
         transform.position = position;
     } else
     {
         if (Input.GetMouseButton (1))
         {
             transform.rotation = rotation;
             transform.position = position;
         } else
         {
             transform.rotation = rotation;
             transform.position = position;
         }
     }

     
     //CameraTarget.rotation = rotation;
     
     float cameraX = transform.rotation.x;
     //checks if right mouse button is pushed
     if(Input.GetMouseButton(1))
     {
         //sets CHARACTERS x rotation to match cameras x rotation
         //CameraTarget.eulerAngles = new Vector3(cameraX,transform.eulerAngles.y,transform.eulerAngles.z);
     }
     //checks if middle mouse button is pushed down
     if(Input.GetMouseButtonDown(2))
     {
         //if middle mouse button is pressed 1st time set click to true and camera in front of player and save cameras position before mmb.
         //if mmb is pressed again set camera back to it's position before we clicked mmb 1st time and set click to false
         if(click == false)
         {
             click = true;
             curDist = distance;
             distance = distance - distance - 1;
         }
         else
         {
             distance = curDist;
             click = false;
         }
     }
     
 }
 
 private 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);
 }

}

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