• Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
  • Asset Store
  • Get Unity

UNITY ACCOUNT

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account
  • Blog
  • Forums
  • Answers
  • Evangelists
  • User Groups
  • Beta Program
  • Advisory Panel

Navigation

  • Home
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
    • Blog
    • Forums
    • Answers
    • Evangelists
    • User Groups
    • Beta Program
    • Advisory Panel

Unity account

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account

Language

  • Chinese
  • Spanish
  • Japanese
  • Korean
  • Portuguese
  • Ask a question
  • Spaces
    • Default
    • Help Room
    • META
    • Moderators
    • Topics
    • Questions
    • Users
    • Badges
  • Home /
  • Help Room /
avatar image
0
Question by GameDevJr1 · Oct 09, 2020 at 09:31 PM · mouse-drag

This is not working as I expected...

So, I am trying to make a 2D open world simulation game where you can locate around the world using mouse click and can also zoom in and out using the mouse scroll wheel. But for some reason, the camera does not stay smooth and moves around when I have stopped moving my mouse pointer...

 using System;
 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 
 public class MouseMove : MonoBehaviour
 {
 
     public bool mouseDown;
     public Vector2 staticMousePos;
     public Vector2 d;
     public Vector2 cmp;
 
     // Start is called before the first frame update
     void Start()
     {
         
     }
 
     // Update is called once per frame
     void Update()
     {
         Vector2 currentMousePos = Camera.main.ScreenToWorldPoint(Input.mousePosition);
         cmp = currentMousePos;
         float mouseScroll = Input.GetAxis("Mouse ScrollWheel") * -2;
 
         if (Input.GetMouseButton(0))
         {
             if (!mouseDown)
             {
                 staticMousePos = Camera.main.ScreenToWorldPoint(Input.mousePosition);
             }
             mouseDown = true;
         }
         else
         {
             mouseDown = false;
         }
 
         if (mouseDown)
         {
             Vector2 diff = (currentMousePos - staticMousePos).normalized / 10;
             d = diff;
             transform.position = transform.position - new Vector3(diff.x, diff.y, 0f);
             
         }
 
         GetComponent<Camera>().orthographicSize += mouseScroll;
 
         GetComponent<Camera>().orthographicSize = Mathf.Clamp(GetComponent<Camera>().orthographicSize, 4f, 8f);
         
     }
 }

I can't find any logical mistake in the code... Please help me out

Comment
Add comment
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

0 Replies

· Add your reply
  • Sort: 

Your answer

Hint: You can notify a user about this post by typing @username

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Welcome to Unity Answers

The best place to ask and answer questions about development with Unity.

To help users navigate the site we have posted a site navigation guide.

If you are a new user to Unity Answers, check out our FAQ for more information.

Make sure to check out our Knowledge Base for commonly asked Unity questions.

If you are a moderator, see our Moderator Guidelines page.

We are making improvements to UA, see the list of changes.



Follow this Question

Answers Answers and Comments

211 People are following this question.

avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image

Related Questions

2D How to set a limit to the rotation of my cube, when dragging with mouse 0 Answers

Editor is lagging 0 Answers

Detect UI under mouse during drag 2 Answers

Object Follow Mouse Without Making The Collider Stops Working 1 Answer

have an obvect rotate on Z to coincide with mouse movement - but I can't get the code right for a different object to rotate on X 3 Answers

  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges