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Question by TheBlip · Jul 29, 2013 at 11:39 PM · camerazoommovetowards

Camera Zoom

I have this code on my camera set to be a child of the player. I'm using this code to zoom in and out of the character.

 #pragma strict
 var target : Transform;
 var inara : float;
 function Update () {
     inara = (Input.GetAxis("Mouse ScrollWheel"));
     transform.position = Vector3.MoveTowards(transform.position, target.position, inara*5);
 }

It all works until you zoom in to 0,0,0. Where it locks up and you can't zoom out. Any solutions?

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avatar image perchik · Jul 29, 2013 at 11:40 PM 0
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$$anonymous$$y guess is that target.position is being set to 0,0,0 and locks up because you can't move towards it.

avatar image TheBlip · Jul 29, 2013 at 11:42 PM 0
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But it also doesn't let me move away from it, presumably because $$anonymous$$oveTowards in a negative direction requires a direction, which from point 0,0,0 to 0,0,0 there is no direction.

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Answer by robertbu · Jul 29, 2013 at 11:57 PM

You are right @TheBlip. Once transform.position and target.position are the same, the code has no were to go. Here is a bit of a hack to solve your problem. It prevents the camera from reaching the target. It will stop within 'inara' of the target.

 #pragma strict
 var target : Transform;
 var inara : float = 0.1;
 function Update () {
     inara = (Input.GetAxis("Mouse ScrollWheel"));
     var v3 = Vector3.MoveTowards(transform.position, target.position, inara*5);
     if (v3 != target.position)
         transform.position = v3;
 }

My guess is there is a better/right way to fix this problem, but I cannot propose one without understanding more about your game and how you are using this logic.

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avatar image TheBlip · Jul 30, 2013 at 12:35 AM 0
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Thanks a bunch! That fixed it up!

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