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Question by awplays49 · Dec 25, 2014 at 02:25 AM · vector3quaternionangleslerp

making a camera that moves depending on mousepos.y

So im trying to make it so when the mouse moves down, the camera moves from above the player looking down, to backwards, downwards, and still looking at the player.

 using UnityEngine;
 using System.Collections;
 
 public class CameraController : MonoBehaviour {
     
     public int Sensitivity;
     
     private float MouseY;
     private float MouseYSet;
     private float CameraAngle;
 
     public GameObject CameraTarget;
     
     void Start () {
         
     }
     
     void Update () {
         // Rotation controls
         MouseY += Input.GetAxisRaw ("Mouse Y");
         transform.localRotation = Quaternion.Euler (Mathf.Clamp (transform.localRotation.x, -90, 90), transform.localRotation.y, transform.localRotation.z);
         transform.localPosition = new Vector3 (transform.localPosition.x, Mathf.Clamp (transform.localPosition.y, CameraTarget.transform.localPosition.y, CameraTarget.transform.localPosition.y + 50), Mathf.Clamp (transform.localPosition.z, CameraTarget.transform.localPosition.z, CameraTarget.transform.localPosition.z + 50));
         CameraAngle = Vector3.Angle (transform.position, CameraTarget.transform.position);
         if (MouseYSet != MouseY)
         {
             transform.localRotation = Quaternion.Slerp (Quaternion.Euler (transform.localRotation.x, transform.localRotation.y, transform.localRotation.z), Quaternion.Euler (transform.localRotation.x - (MouseY - MouseYSet), transform.localRotation.y, transform.localRotation.z), (MouseY - MouseYSet) * Sensitivity * 10 * Time.deltaTime);
             transform.localPosition = Vector3.Slerp (new Vector3 (transform.localPosition.x, transform.localPosition.y, transform.localPosition.z), new Vector3 (CameraTarget.transform.position.x, transform.position.y - (MouseY - MouseYSet), CameraTarget.transform.position.z), (MouseY - MouseYSet) * Sensitivity * 10 * Time.deltaTime);
             MouseYSet = MouseY;
         }
     }
 }
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avatar image awplays49 · Dec 25, 2014 at 02:26 AM 0
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@Bored $$anonymous$$ormon I cold use your expertise

avatar image Wisearn · Dec 25, 2014 at 02:40 PM 0
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Explain what your problem is, what exactly is not working?

Is your code not doing anything at all or is it working a bit?

avatar image Wisearn · Dec 25, 2014 at 02:42 PM 0
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$$anonymous$$y initial thought to this would be to use ".LookAt(" to keep the focus on the player, and to use ".RotateAround(" with the mouse axis.

avatar image awplays49 · Dec 25, 2014 at 09:33 PM 0
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its shaking

avatar image Wisearn · Dec 25, 2014 at 10:59 PM 0
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It's shaking how exactly? Does it shake side-to-side or just when you move it up and down?

Besides the shaking everything works as it should?

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