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Question by twotostudio · Oct 26, 2021 at 01:46 PM · androidrotationdrag

Drag code issue on mobile

I am using this code to rotate the camera by dragging within certain limits. Everything works great in the editor. However, when I use this code on mobile, the camera starts by turning directly to the point I clicked. And I don't want it to be like that. How can I solve this problem?

 public class KameraKod : MonoBehaviour
 {
     public float speedH = 1.0f;
     public float speedV = 1.0f;
 
      float yaw = 0.0f;
      float pitch = 0.0f;
 
     public static bool move = false;
 
 
     private void Start()
     {
         move = false;
     }
     void Update()
     {
         if (HandScript.hangiSilah == 2)
         {
               if (yaw >= 30.532f)
             {
                 //yaw = 30.532f;
                 yaw = Mathf.Lerp(yaw, 30.532f, 0.11f);
             }
             if (yaw <= -29.182f)
             {
                 yaw = Mathf.Lerp(yaw, -29.182f, 0.11f);
             }
             if (pitch >= 22.77f)
             {
                 pitch = Mathf.Lerp(pitch, 22.77f, 0.11f);
             }
             if (pitch <= -22f )
             {
                 pitch = Mathf.Lerp(pitch, -22f, 0.11f);
             }
             if (Input.GetMouseButtonDown(0))
             {
                 move = true;
             }
             if (Input.GetMouseButtonUp(0))
             {
                 move = false;            
             }
             if (move == true)
             {
                 yaw += speedH * Input.GetAxis("Mouse X");
                 pitch -= speedV * Input.GetAxis("Mouse Y");
                 transform.eulerAngles = new Vector3(pitch, yaw, 0.0f);
             }
         }
     
     }
 }

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Answer by twotostudio · Oct 26, 2021 at 05:34 PM

Input.GetAxis("Mouse X") Input.GetAxis("Mouse Y") Is there anyone who can solve the problem that these functions cause on mobile? :(

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Answer by DenisIsDenis · Oct 30, 2021 at 03:04 AM

Maybe you need to process this data: Input.GetTouch(0).deltaPosition.x and Input.GetTouch(0).deltaPosition.y, instead of Input.GetAxis("Mouse X") and Input.GetAxis("Mouse Y").

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