using System.Collections;
using System.Collections.Generic;
using UnityEngine;
[AddComponentMenu("Camera-Control/Mouse Look")]
public class MouseLook : MonoBehaviour
{
public enum RotationAxes { MouseXAndY = 0, MouseX = 1, MouseY = 2 }
public RotationAxes axes = RotationAxes.MouseXAndY;
public float sensitivityX = 15F;
public float sensitivityY = 15F;
public float minimumX = -360F;
public float maximumX = 360F;
public float minimumY = -60F;
public float maximumY = 60F;
float rotationY = 0F;
void Update()
{
if (axes == RotationAxes.MouseXAndY)
{
float rotationX = transform.localEulerAngles.y + Input.GetAxis("Mouse X") * sensitivityX;
rotationY += Input.GetAxis("Mouse Y") * sensitivityY;
rotationY = Mathf.Clamp(rotationY, minimumY, maximumY);
transform.localEulerAngles = new Vector3(-rotationY, rotationX, 0);
}
else if (axes == RotationAxes.MouseX)
{
transform.Rotate(0, Input.GetAxis("Mouse X") * sensitivityX, 0);
}
else
{
rotationY += Input.GetAxis("Mouse Y") * sensitivityY;
rotationY = Mathf.Clamp(rotationY, minimumY, maximumY);
transform.localEulerAngles = new Vector3(-rotationY, transform.localEulerAngles.y, 0);
}
}
void Start()
{
//if(!networkView.isMine)
//enabled = false;
// Make the rigid body not change rotation
//if (rigidbody)
//rigidbody.freezeRotation = true;
}
}
I use a script for rotation of the camera with the mouse and I want to transform it for the touch . I want my camera to rotate just when I touch the screen . The game has a first player controller . Please help me to make it for touchscreen
Get the first Touch
, then use touch.deltaPosition
to find how much the touch has moved since the last update. Then, you can scale with screen size and sensitivity.
void Update()
{
if(Input.touchCount > 0) {
Touch touch = Input.GetTouch(0);
float turnAngleChange = (touch.deltaPosition.x / Screen.width) * sensitivityX;
float pitchAngleChange = (touch.deltaPosition.y / Screen.height) * sensitivityY;
// Handle any pitch rotation
if (axes == RotationAxes.MouseXAndY || axes == RotationAxes.MouseY) {
rotationY = Mathf.Clamp(rotationY+pitchAngleChange, minimumY, maximumY);
transform.localEulerAngles = new Vector3(-rotationY, transform.localEulerAngles.y, 0f));
}
// Handle any turn rotation
if (axes == RotationAxes.MouseXAndY || axes == RotationAxes.MouseX) {
transform.Rotate(0f, turnAngleChange , 0f);
}
}
}
As a sidenote, it can be confusing to call pitch rotations rotationY
even though they are actually rotations along the x
axis, and vice versa.