Updated Code to fix camera:
using UnityEngine;
using System.Collections;
using System;
[RequireComponent(typeof(Camera))]
public class CameraMovement : MonoBehaviour {
public float _width = 200.0f; //width and height of camera movement
public float _height = 200.0f;
public float _movementDamping = 1.0f; //this reduces movement
private Vector3 _currentVelocity;
private Camera _camera;
private void Start()
{
_camera = GetComponent<Camera>();
_currentVelocity = new Vector3(0.0f, 0.0f, 0.0f);
}
private void Update() // this update stops the camera from flying off into space
{
float aspectRatio = (float)Screen.width / (float)Screen.height;
Vector3 targetPosition = new Vector3(
(Input.GetAxis("Mouse X"))*100.0f,
(Input.GetAxis("Mouse Y"))*100.0f,
transform.position.z);
if (targetPosition.x > _width / 2)
targetPosition.x = _width / 2;
if (targetPosition.x < -_width / 2)
targetPosition.x = -_width / 2;
if (targetPosition.y > _height / 2)
targetPosition.y = _height / 2;
if (targetPosition.y < -_height / 2)
targetPosition.y = -_height / 2;
transform.position = Vector3.SmoothDamp(transform.position, targetPosition, ref _currentVelocity, _movementDamping);
}
}
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