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Question by aubenedis · Apr 15, 2020 at 11:06 AM · camerarotationobjectaround

Help, please with rotation input

I have this code, which is work on desktop webGL perfectly, but when I open page with web GL three mobile browser input is not working correctly. when touch screen, my target object is start to move without drag... Could somebody please help me

using UnityEngine;

public class CameraController : MonoBehaviour { public GameObject heads; Camera cam; public bool isControlable; private Vector3 screenPoint; private Vector3 offset; public GameObject target; public float distance = 1200f; public float xSpeed = 10f; public float ySpeed = 10f;

 public float yMinLimit = -80f;
 public float yMaxLimit = 80f;
 public float yMinLimit1 = -60f;
 public float yMaxLimit1 = 60f;

 public float distanceMin = 600f;
 public float distanceMax = 1200f;

 public float smoothTime = 2f;

 public float rotationYAxis = 0.0f;
 float rotationXAxis = 0.0f;

 float velocityX = 0.0f;
 float velocityY = 0.0f;
 float moveDirection = -1;




if ((UNITY_ANDROID || UNITY_IOS) && !UNITY_EDITOR)

      public void SetControllable(bool value)
 {
     isControlable = value;
 }

 // Use this for initialization
 void Start()
 {
     cam = GetComponentInChildren<Camera>();
     Vector3 angles = transform.eulerAngles;
     rotationYAxis = (rotationYAxis == 0) ? angles.y : rotationYAxis;
     rotationXAxis = angles.x;

     Rigidbody rigidbody = GetComponent<Rigidbody>();

     // Make the rigid body not change rotation
     if (rigidbody)
     {
         rigidbody.freezeRotation = true;
     }
 }


  



 void LateUpdate()
 {

if (target) { if (Input.touches[0] && isControlable) { velocityX = Input.touches[0].deltaPosition.x touch_sens; velocityY = Input.touches[0].deltaPosition.y touch_sens; }

         if (isControlable)
         {
             if (heads.activeSelf)
             {
               
                 distance = distanceMax;
                 target.transform.position = new Vector3(-0.5444031f, -176f, -11f);

                 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.transform.position;

                 transform.rotation = rotation;
                 transform.position = position;

                 velocityX = Mathf.Lerp(velocityX, 0, Time.deltaTime * smoothTime);
                 velocityY = Mathf.Lerp(velocityY, 0, Time.deltaTime * smoothTime);

                 //screenPoint = cam.WorldToScreenPoint(target.transform.position);
                 //offset = target.transform.position - cam.ScreenToWorldPoint(new Vector3(moveDirection * Input.mousePosition.x, moveDirection * Input.mousePosition.y, screenPoint.z));
             }
             if (!heads.activeSelf)
             {
          
                 distance = distanceMin;
                 target.transform.position = new Vector3(-0.5444031f, 308f, -11f);

                 rotationYAxis += velocityX;
                 rotationXAxis -= velocityY;

                 rotationXAxis = ClampAngle(rotationXAxis, yMinLimit1, yMaxLimit1);

                 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.transform.position;

                 transform.rotation = rotation;
                 transform.position = position;

                 velocityX = Mathf.Lerp(velocityX, 0, Time.deltaTime * smoothTime);
                 velocityY = Mathf.Lerp(velocityY, 0, Time.deltaTime * smoothTime);

                 //screenPoint = cam.WorldToScreenPoint(target.transform.position);
                 //offset = target.transform.position - cam.ScreenToWorldPoint(new Vector3(moveDirection * Input.mousePosition.x, moveDirection * Input.mousePosition.y, screenPoint.z));
             }
         }

        
     }

 }

 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);
 }







else

    void Start()
     {
         cam = GetComponentInChildren<Camera>();
         Vector3 angles = transform.eulerAngles;
         rotationYAxis = (rotationYAxis == 0) ? angles.y : rotationYAxis;
         rotationXAxis = angles.x;

         Rigidbody rigidbody = GetComponent<Rigidbody>();

         // Make the rigid body not change rotation
         if (rigidbody)
         {
             rigidbody.freezeRotation = true;
         }
     }

     void LateUpdate()
     {

         if (target)
     {
         if (Input.GetMouseButton(0) && isControlable)
         {
             velocityX = xSpeed * Input.GetAxis("Mouse X");
             velocityY = ySpeed * Input.GetAxis("Mouse Y");
         }


         if (isControlable)
         {
             if (heads.activeSelf)
             {
               
                 distance = distanceMax;
                 target.transform.position = new Vector3(-0.5444031f, -176f, -11f);

                 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.transform.position;

                 transform.rotation = rotation;
                 transform.position = position;

                 velocityX = Mathf.Lerp(velocityX, 0, Time.deltaTime * smoothTime);
                 velocityY = Mathf.Lerp(velocityY, 0, Time.deltaTime * smoothTime);

                 //screenPoint = cam.WorldToScreenPoint(target.transform.position);
                 //offset = target.transform.position - cam.ScreenToWorldPoint(new Vector3(moveDirection * Input.mousePosition.x, moveDirection * Input.mousePosition.y, screenPoint.z));
             }
             if (!heads.activeSelf)
             {
          
                 distance = distanceMin;
                 target.transform.position = new Vector3(-0.5444031f, 308f, -11f);

                 rotationYAxis += velocityX;
                 rotationXAxis -= velocityY;

                 rotationXAxis = ClampAngle(rotationXAxis, yMinLimit1, yMaxLimit1);

                 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.transform.position;

                 transform.rotation = rotation;
                 transform.position = position;

                 velocityX = Mathf.Lerp(velocityX, 0, Time.deltaTime * smoothTime);
                 velocityY = Mathf.Lerp(velocityY, 0, Time.deltaTime * smoothTime);

                 //screenPoint = cam.WorldToScreenPoint(target.transform.position);
                 //offset = target.transform.position - cam.ScreenToWorldPoint(new Vector3(moveDirection * Input.mousePosition.x, moveDirection * Input.mousePosition.y, screenPoint.z));
             }
         }

        
     }

 }

 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);
 }

} #endif

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