- Home /

**Question**by backingeagle · Nov 26, 2021 at 05:52 PM · camera-movementmousepositionmouselookcamera-lookmouse-drag

# Script for camera movement using Arcball,Scripting Camera Movements with Arcball

I wrote the following script, but I have a problem that the camera moves upward the moment I drag the mouse. How can I make it so that the camera does not move instantly when I drag the mouse?

using System.Collections; using System.Collections.Generic; using UnityEngine;

[RequireComponent(typeof(Camera))] public class ArcballScript : MonoBehaviour { // Is true when the user wants to rotate the camera bool ballEnabled = false;

```
float rotationSpeed = 1f;
float radius = 5f;
// The mouse cursor's position during the last frame
Vector3 last = new Vector3();
// The target that the camera looks at
Vector3 target = new Vector3(0, 0, 0);
// The spherical coordinates
Vector3 sc = new Vector3();
void Start()
{
this.transform.position = new Vector3(radius, 0.0f, 0.0f);
this.transform.LookAt(target);
sc = getSphericalCoordinates(this.transform.position);
}
Vector3 getSphericalCoordinates(Vector3 cartesian)
{
float r = Mathf.Sqrt(
Mathf.Pow(cartesian.x, 2) +
Mathf.Pow(cartesian.y, 2) +
Mathf.Pow(cartesian.z, 2)
);
float phi = Mathf.Atan2(cartesian.z / cartesian.x, cartesian.x);
float theta = Mathf.Acos(cartesian.y / r);
if (cartesian.x < 0)
phi += Mathf.PI;
return new Vector3(r, phi, theta);
}
Vector3 getCartesianCoordinates(Vector3 spherical)
{
Vector3 ret = new Vector3();
ret.x = spherical.x * Mathf.Cos(spherical.z) * Mathf.Cos(spherical.y);
ret.y = spherical.x * Mathf.Sin(spherical.z);
ret.z = spherical.x * Mathf.Cos(spherical.z) * Mathf.Sin(spherical.y);
return ret;
}
// Update is called once per frame
void Update()
{
// Whenever the left mouse button is pressed, the
// mouse cursor's position is stored for the arc-
// ball camera as a reference.
if (Input.GetMouseButtonDown(0))
{
// last is a global vec3 variable
last = Input.mousePosition;
// This is another global variable
ballEnabled = true;
}
// When the user releases the left mouse button,
// all we have to do is to reset the flag.
if (Input.GetMouseButtonUp(0))
ballEnabled = false;
if (ballEnabled)
{
// Get the deltas that describe how much the mouse cursor got moved between frames
float dx = (last.x - Input.mousePosition.x) * rotationSpeed;
float dy = (last.y - Input.mousePosition.y) * rotationSpeed;
// Only update the camera's position if the mouse got moved in either direction
if (dx != 0f || dy != 0f)
{
// Rotate the camera left and right
sc.y += dx * Time.deltaTime;
// Rotate the camera up and down
// Prevent the camera from turning upside down (1.5f = approx. Pi / 2)
sc.z = Mathf.Clamp(sc.z + dy * Time.deltaTime, -1.5f, 1.5f);
// Calculate the cartesian coordinates for unity
transform.position = getCartesianCoordinates(sc) + target;
// Make the camera look at the target
transform.LookAt(target);
}
// Update the last mouse position
last = Input.mousePosition;
}
}
```

}, I wrote the following script, but I have a problem that the camera moves upward the moment I drag the mouse. How can I make it so that the camera does not move instantly when I drag the mouse?

using System.Collections; using System.Collections.Generic; using UnityEngine;

[RequireComponent (typeof (Camera))] public class ArcballScript : MonoBehaviour { // Is true when the user wants to rotate the camera bool ballEnabled = false;

```
float rotationSpeed = 1f;
float radius = 5f;
// The mouse cursor's position during the last frame
Vector3 last = new Vector3();
// The target that the camera looks at
Vector3 target = new Vector3 (0, 0, 0);
// The spherical coordinates
Vector3 sc = new Vector3 ();
void Start ()
{
this.transform.position = new Vector3 (radius, 0.0f, 0.0f);
this.transform.LookAt (target);
sc = getSphericalCoordinates (this.transform.position);
}
Vector3 getSphericalCoordinates(Vector3 cartesian)
{
float r = Mathf.Sqrt(
Mathf.Pow(cartesian.x, 2) +
Mathf.Pow(cartesian.y, 2) +
Mathf.Pow(cartesian.z, 2)
);
float phi = Mathf.Atan2(cartesian.z / cartesian.x, cartesian.x);
float theta = Mathf.Acos(cartesian.y / r);
if (cartesian.x < 0)
phi += Mathf.PI;
return new Vector3 (r, phi, theta);
}
Vector3 getCartesianCoordinates(Vector3 spherical)
{
Vector3 ret = new Vector3 ();
ret.x = spherical.x * Mathf.Cos (spherical.z) * Mathf.Cos (spherical.y);
ret.y = spherical.x * Mathf.Sin (spherical.z);
ret.z = spherical.x * Mathf.Cos (spherical.z) * Mathf.Sin (spherical.y);
return ret;
}
// Update is called once per frame
void Update ()
{
// Whenever the left mouse button is pressed, the
// mouse cursor's position is stored for the arc-
// ball camera as a reference.
if (Input.GetMouseButtonDown(0))
{
// last is a global vec3 variable
last = Input.mousePosition;
// This is another global variable
ballEnabled = true;
}
// When the user releases the left mouse button,
// all we have to do is to reset the flag.
if (Input.GetMouseButtonUp (0))
ballEnabled = false;
if (ballEnabled)
{
// Get the deltas that describe how much the mouse cursor got moved between frames
float dx = (last.x - Input.mousePosition.x) * rotationSpeed;
float dy = (last.y - Input.mousePosition.y) * rotationSpeed;
// Only update the camera's position if the mouse got moved in either direction
if (dx != 0f || dy != 0f)
{
// Rotate the camera left and right
sc.y += dx * Time.deltaTime;
// Rotate the camera up and down
// Prevent the camera from turning upside down (1.5f = approx. Pi / 2)
sc.z = Mathf.Clamp (sc.z + dy * Time.deltaTime, -1.5f, 1.5f);
// Calculate the cartesian coordinates for unity
transform.position = getCartesianCoordinates (sc) + target;
// Make the camera look at the target
transform.LookAt (target);
}
// Update the last mouse position
last = Input.mousePosition;
}
}
```

}

### Your answer

### Welcome to Unity Answers

If you’re new to Unity Answers, please check our User Guide to help you navigate through our website and refer to our FAQ for more information.

Before posting, make sure to check out our Knowledge Base for commonly asked Unity questions.

Check our Moderator Guidelines if you’re a new moderator and want to work together in an effort to improve Unity Answers and support our users.

### Follow this Question

### Related Questions

Why the movement of the camera in the Z axis is so fast? 0 Answers

Mouse Look Help 2 Answers

Use input.mouseposition to rotate camera 1 Answer

When I lock my camera to my player I saw only my default backround please help me :( 2 Answers

I need to freeze Camera movement from FirstPersonController 1 Answer