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Question by TrivialRoo · Dec 27, 2013 at 02:53 PM · camerarotationquaternion

Camera rotation script logic error?

I believe I have a logic error in my script. I want to make the camera rotate, and I screwed up.

Here's the script;

 using UnityEngine;
 using System.Collections;
 
 public class cameraController : MonoBehaviour {
     
     public float dragSpeed;
     private Vector3 dragOrigin;
 
     private Quaternion rotateOrigin;
 
     public Transform target;
 
     void Start () {
 
         dragSpeed = PlayerPrefs.GetFloat("dragSpeed", 2f);
         
     }
     
     // Camera movement
     void Update () {
 
         CameraDrag();
 
         CameraRotation ();
 
         if(Input.GetAxis ("Mouse ScrollWheel") < 0) {
             if(Camera.main.fieldOfView <= 70) {
                 Camera.main.fieldOfView += 2f;
             }
             if(Camera.main.orthographicSize <= 20) {
                 Camera.main.orthographicSize += 0.5f;
             }
         }
 
         if(Input.GetAxis("Mouse ScrollWheel") > 0) {
 
             if(Camera.main.fieldOfView > 20) {
                 Camera.main.fieldOfView -= 2f;
             }
             if(Camera.main.orthographicSize >= 1) {
                 Camera.main.orthographicSize -= 0.5f;
             }
 
         }
     }
 
     void OnDestroy() {
         PlayerPrefs.SetFloat("dragSpeed", dragSpeed);
     }
 
     void CameraDrag() {
         
         if (Input.GetMouseButtonDown(2)) {
             dragOrigin = Input.mousePosition;
         }
         
         else if(!Input.GetMouseButton (2)) {
             return;
         }
         
         Vector3 pos = Camera.main.ScreenToViewportPoint(Input.mousePosition - dragOrigin);
         Vector3 move = new Vector3(pos.x * dragSpeed, 0, pos.y * dragSpeed);
         
         transform.Translate(move, Space.World);
     }
 
     void CameraRotation() {
         if(Input.GetMouseButton (1)) {
 
             /*float h = dragSpeed * Input.GetAxis ("Mouse X");
             float v = dragSpeed * Input.GetAxis("Mouse Y");
             transform.Rotate(v, h, 0);*/
 
             rotateOrigin = Quaternion.identity;
 
         }
         else if(!Input.GetMouseButton (1)){
             return;
         }
 
         Quaternion cameraRot = Camera.main.transform.rotation;
         Quaternion rotate = new Quaternion(cameraRot.x, cameraRot.y, cameraRot.z, cameraRot.w);
 
     }
 
 }
 
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avatar image KellyThomas · Dec 27, 2013 at 02:57 PM 0
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In your CameraRotation() you assign the current camera rotation to the local variable cameraRot then effectively clone it and assign the clone to rotate. At no point to actually rotate anything or assign any values back to the camera.

avatar image TrivialRoo · Dec 27, 2013 at 04:23 PM 0
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Oh, yeah. I changed some of it as well, because I realized that you needed a Vector3 Axis. But now I get funky rotation that spins you around and around and not very smooth at all....

 `void CameraRotation() {
     if(Input.Get$$anonymous$$ouseButton (1)) {

         /*float h = dragSpeed * Input.GetAxis ("$$anonymous$$ouse X");
         float v = dragSpeed * Input.GetAxis("$$anonymous$$ouse Y");
         transform.Rotate(v, h, 0);*/

         rotateOrigin = Quaternion.identity;

     }
     else if(!Input.Get$$anonymous$$ouseButton (1)){
         return;
     }

     Vector3 pos = Camera.main.ScreenToViewportPoint(Input.mousePosition - dragOrigin);
     Vector3 move = new Vector3(pos.x * dragSpeed, 0, pos.y * dragSpeed);

     transform.Rotate (move, Space.World);

 }

`

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