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This question was closed Aug 09, 2014 at 02:53 AM by KMKxJOEY1 for the following reason:

The question is answered.

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Question by KMKxJOEY1 · Aug 03, 2014 at 05:33 PM · camerarotationrotaterotatearoundaround

Mouse control rotate around player

I have a t$$anonymous$$rd person camera that smoothly looks at and follows the player. W$$anonymous$$le the player is not in battle, I want the player to be able to hold RMB and rotate around $$anonymous$$mself so that you can look at the player from whatever angle you want. Here is the relevant block of code I have so far:

             //free look when we can and RMB down
             if (canFreeLook)
             {
                 cam.transform.rotation = Quaternion.LookRotation(cameraTarget.position - cam.transform.position);
                 if (Input.GetMouseButton(1))
                 {
                     float x = Input.GetAxis("Mouse X");
                     float y = Input.GetAxis("Mouse Y");
                     if((x <= 0 && currentFreeLookOffset.x >= -maxDist) || (x >= 0 && currentFreeLookOffset.x <= maxDist)) 
                         currentFreeLookOffset += Vector3.right * x;
                     if((y <= 0 && currentFreeLookOffset.y >= cameraTarget.position.y) || (y >=0 && currentFreeLookOffset.y <= maxHeight))
                         currentFreeLookOffset += Vector3.up * y;
                 }
             }

T$$anonymous$$s moves the camera left right up and down and orients the camera to always face the player. But it's not what I want. I want the camera to stay the same distance away from the player and just rotate around $$anonymous$$m.

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avatar image robertbu · Aug 03, 2014 at 05:42 PM 0
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Take a look at the standard mouse orbit code:

 Assets > Import Package > Scripts
avatar image KMKxJOEY1 · Aug 09, 2014 at 02:52 AM 0
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Thanks again robertu! I forget you can multiply quaternions and vectors together.

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