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Question by Medi731 · Feb 27, 2013 at 05:07 PM · rotatezoom

Mouse Orbit Improved (Splitting Rotation and Zoom functionality)

Hey! At the moment I'm using a Mouse Orbit Improved script and I've managed to get it working nearly to the standard I desire. However though, recently I managed to get it rotating when I press the middle mouse button down but now it only rotates when I press the middle mouse button. What I want it to do is rotate only when the user has the middle mouse button down and zoom only when the user is sliding the middle mouse button.

Thanks ever so much if someone can help. Apologies for my poor knowledge of JavaScript. Here is the code below...

 var target : Transform;
 var distance = 10.0;
  
 var xSpeed = 250.0;
 var ySpeed = 120.0;
  
 var yMinLimit = -20;
 var yMaxLimit = 80;
  
 var distanceMin = 1.5;
 var distanceMax = 15;
  
 private var x = 0.0;
 private var y = 0.0;
  
  
 @script AddComponentMenu("Camera-Control/Mouse Orbit")
  
 function Start () {
     var angles = transform.eulerAngles;
     x = angles.y;
     y = angles.x;
  
     // Make the rigid body not change rotation
        if (rigidbody)
         rigidbody.freezeRotation = true;
 }
  
 function LateUpdate () {
 if (target && Input.GetMouseButton(2)){
         
         x += Input.GetAxis("Mouse X") * xSpeed * distance* 0.02;
         y -= Input.GetAxis("Mouse Y") * ySpeed * 0.02;
 
          y = ClampAngle(y, yMinLimit, yMaxLimit);
 
         
         var rotation = Quaternion.Euler(y, x, 0);
  
         distance = Mathf.Clamp(distance - Input.GetAxis("Mouse ScrollWheel")*5, distanceMin, distanceMax);
  
         var hit : RaycastHit;
         if (Physics.Linecast (target.position, transform.position, hit)) {
                 distance -=  hit.distance;
         }
  
         var position = rotation * Vector3(0.0, 0.0, -distance) + target.position;
  
         transform.rotation = rotation;
         
         transform.position = position;
 
     }
  
 }
  
  
 static function ClampAngle (angle : float, min : float, max : float) {
     if (angle < -360)
         angle += 360;
     if (angle > 360)
         angle -= 360;
     return Mathf.Clamp (angle, min, max);
 }
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