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Mouse Orbit script following other object

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Hi, i am using Mouse Orbit script, but its rotation doesn't follow its parent rotation. I have this script attached to my camera which is child of character, but when i rotate character camera doesn't rotate, it's very important because i am using limited angles for Mouse Orbit. I'd like to make it follow parent rotation as well. Example: I rotate camera to show face of my character, then i rotate my character and i want camera to rotate with my character, i want it to still show its face. Could somebody help me? Script: var target : Transform; var distance = 10.0; var xSpeed = 250.0; var ySpeed = 120.0; var yMinLimit = -20; var yMaxLimit = 80; var distanceMin = 3; var distanceMax = 15; 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 * distance* 0.02; y -= Input.GetAxis("Mouse Y") * ySpeed * 0.02; y = ClampAngle(y, yMinLimit, yMaxLimit); x = ClampAngle(x, 45, 135); var rotation = Quaternion.Euler(y, x, 0); distance = Mathf.Clamp(distance - Input.GetAxis("Mouse ScrollWheel")*5, distanceMin, distanceMax); var hit : RaycastHit; if (Physics.Linecast (target.position, transform.position, hit)) { distance -= hit.distance; } var position = rotation * Vector3(0.0, 0.0, -distance) + target.position; transform.rotation = rotation; 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); }

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