Can anyone figure out how to add a smooth rotation to my mouse orbit script. I'd be most grateful! Code (csharp): #pragma strict #pragma implicit #pragma downcast var target : Transform; var layermask : LayerMask; var distance = 25.0; var damping : float = 6.0; var xSpeed = 120.0; var ySpeed = 120.0; var yMinLimit = -10; var yMaxLimit = 75; private var x = 0.0; private var y = 0.0; @script AddComponentMenu("Camera-Control/Mouse Orbit") function Start () { var angles = transform.eulerAngles; x = angles.y; y = angles.x; // Make the rigid body not change rotation if (rigidbody) rigidbody.freezeRotation = true; } function LateUpdate () { if (target){ x += Input.GetAxis("Mouse X") * xSpeed * 0.02; y -= Input.GetAxis("Mouse Y") * ySpeed * 0.02; y = ClampAngle(y, yMinLimit, yMaxLimit); var rotation = Quaternion.Euler(y, x, 0); var position = rotation * Vector3(0.0, 0.0, -distance) + target.position; transform.rotation = rotation; transform.position = position; } var hit : RaycastHit; if(Physics.Linecast(target.position, transform.position,hit,layermask)){ var tempDistance = Vector3.Distance(target.position,hit.point); position = rotation * Vector3(0.0, 0.0, -tempDistance) + target.position; transform.position = position; } } static function ClampAngle (angle : float, min : float, max : float) { if (angle < -360) angle += 360; if (angle > 360) angle -= 360; return Mathf.Clamp (angle, min, max); }
SOLVED: The mouse rotation 3rd person camera script with smooth rotation and collision. Code (csharp): #pragma strict #pragma implicit #pragma downcast var target : Transform; var layermask : LayerMask; var distance = 25.0; var damping : float = 6.0; var xSpeed = 120.0; var ySpeed = 120.0; var yMinLimit = -10; var yMaxLimit = 75; private var x = 0.0; private var y = 0.0; var smoothTime = 0.3; private var xSmooth = 0.0; private var ySmooth = 0.0; private var xVelocity = 0.0; private var yVelocity = 0.0; private var posSmooth = Vector3.zero; private var posVelocity = Vector3.zero; @script AddComponentMenu("Camera-Control/Mouse Orbit") function Start () { var angles = transform.eulerAngles; x = angles.y; y = angles.x; // Make the rigid body not change rotation if (rigidbody) rigidbody.freezeRotation = true; } function LateUpdate () { if (target){ x += Input.GetAxis("Mouse X") * xSpeed * 0.02; y -= Input.GetAxis("Mouse Y") * ySpeed * 0.02; xSmooth = Mathf.SmoothDamp(xSmooth, x, xVelocity, smoothTime); ySmooth = Mathf.SmoothDamp(ySmooth, y, yVelocity, smoothTime); ySmooth = ClampAngle(ySmooth, yMinLimit, yMaxLimit); var rotation = Quaternion.Euler(ySmooth, xSmooth, 0); // posSmooth = Vector3.SmoothDamp(posSmooth,target.position,posVelocity,smoothTime); posSmooth = target.position; // no follow smoothing transform.rotation = rotation; transform.position = rotation * Vector3(0.0, 0.0, -distance) + posSmooth; } var hit : RaycastHit; if(Physics.Linecast(target.position, transform.position,hit,layermask)){ var tempDistance = Vector3.Distance(target.position,hit.point); position = rotation * Vector3(0.0, 0.0, -tempDistance) + target.position; transform.position = position; } } static function ClampAngle (angle : float, min : float, max : float) { if (angle < -360) angle += 360; if (angle > 360) angle -= 360; return Mathf.Clamp (angle, min, max); }
add this to the script because if you move your mouse up or don oo much making the y go too high or low, it will tkae a while for it to come back to where it'll move. if(y > yMaxLimit) y = yMaxLimit; if(y < yMinLimit) y = yMinLimit;