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Question by RainaTaleth · Jan 28, 2014 at 11:03 AM · c#androidcamera rotation

Main camera zoom, rotation, position (android)

Hello Unity Community,

I have faced a problem. What I am trying to do is to rotate and reposition camera as I pinch zoom in and out. For example in the beginning I have top view, i.e. MainCamera's rotation is 90,0,0; when I pinch zoom I change the fieldOfView and the problem is that camre is not facing the game board when it rotates into perspective position, so I have added the lerping of the position but it doesn't look that smooth. If anyone knows a better way to do this I will appretiate the answer. Here is my code:

 void Update () {
    if (Input.touchCount == 2) {
       Touch touch = Input.GetTouch(0);
       Touch touch1 = Input.GetTouch(1);
       if (touch.phase == TouchPhase.Moved && touch1.phase == TouchPhase.Moved) {
          Vector2 curDist = touch.position - touch1.position;
          Vector2 prevDist = (touch.position - touch.deltaPosition) - (touch1.position - touch1.deltaPosition);
          float delta = (curDist.magnitude - prevDist.magnitude)/50;
          if (delta < 0) { 
             Camera.main.fieldOfView = Mathf.Clamp(Camera.main.fieldOfView + 1,30,45);
             rotation.x = Mathf.Clamp(rotation.x + 2,40,90);
             Camera.main.transform.rotation = Quaternion.Euler(rotation.x, 0, 0);
             Camera.main.transform.position = Vector3.Lerp(Camera.main.transform.position, new Vector3(0, 110, 0), 0.1f);
          }
          if (delta > 0) { 
             Camera.main.fieldOfView = Mathf.Clamp(Camera.main.fieldOfView - 1,30,45); 
             rotation.x = Mathf.Clamp(rotation.x - 2,40,90);
             Camera.main.transform.rotation = Quaternion.Euler(rotation.x, 0, 0);
             Camera.main.transform.position = Vector3.Lerp(Camera.main.transform.position, new Vector3(0, 50, -65), 0.1f);
          }
       }
   }

Thank you in advance. P.S. Answers can be in both C# and JS.

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