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New Script FlyCamera add to any camera obj: instant unity editor style wasd rightclick debug cam
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using UnityEngine; | |
using System.Collections; | |
public class FlyCamera : MonoBehaviour | |
{ | |
/* | |
Writen by Windexglow 11-13-10. Use it, edit it, steal it I don't care. | |
Converted to C# 27-02-13 - no credit wanted. | |
Extended by Mahelita 08-01-18. | |
Added up and down movement using e and q, respectively. | |
Adjusted parameters to fit my needs. | |
Simple flycam I made, since I couldn't find any others made public. | |
Made simple to use (drag and drop, done) for regular keyboard layout | |
wasd : basic movement | |
qe : Move camera down or up, respectively | |
shift : Makes camera accelerate | |
space : Moves camera on X and Z axis only. So camera doesn't gain any height*/ | |
public float mainSpeed = 5.0f; //regular speed | |
public float shiftAdd = 25f; //multiplied by how long shift is held. Basically running | |
public float maxShift = 100.0f; //Maximum speed when holdin gshift | |
public float camSens = 0.25f; //How sensitive it with mouse | |
public bool rotateOnlyIfMousedown = true; | |
public bool movementStaysFlat = false; | |
private Vector3 lastMouse = new Vector3(255, 255, 255); //kind of in the middle of the screen, rather than at the top (play) | |
private float totalRun = 1.0f; | |
void Update() | |
{ | |
if (Input.GetMouseButtonDown(1)) | |
{ | |
lastMouse = Input.mousePosition; // $CTK reset when we begin | |
} | |
if (!rotateOnlyIfMousedown || | |
(rotateOnlyIfMousedown && Input.GetMouseButton(1))) | |
{ | |
lastMouse = Input.mousePosition - lastMouse; | |
lastMouse = new Vector3(-lastMouse.y * camSens, lastMouse.x * camSens, 0); | |
lastMouse = new Vector3(transform.eulerAngles.x + lastMouse.x, transform.eulerAngles.y + lastMouse.y, 0); | |
transform.eulerAngles = lastMouse; | |
lastMouse = Input.mousePosition; | |
//Mouse camera angle done. | |
} | |
//Keyboard commands | |
float f = 0.0f; | |
Vector3 p = GetBaseInput(); | |
if (Input.GetKey(KeyCode.LeftShift)) | |
{ | |
totalRun += Time.deltaTime; | |
p = p * totalRun * shiftAdd; | |
p.x = Mathf.Clamp(p.x, -maxShift, maxShift); | |
p.y = Mathf.Clamp(p.y, -maxShift, maxShift); | |
p.z = Mathf.Clamp(p.z, -maxShift, maxShift); | |
} | |
else | |
{ | |
totalRun = Mathf.Clamp(totalRun * 0.5f, 1f, 1000f); | |
p = p * mainSpeed; | |
} | |
p = p * Time.deltaTime; | |
Vector3 newPosition = transform.position; | |
if (Input.GetKey(KeyCode.Space) | |
|| (movementStaysFlat && !(rotateOnlyIfMousedown && Input.GetMouseButton(1)))) | |
{ //If player wants to move on X and Z axis only | |
transform.Translate(p); | |
newPosition.x = transform.position.x; | |
newPosition.z = transform.position.z; | |
transform.position = newPosition; | |
} | |
else | |
{ | |
transform.Translate(p); | |
} | |
} | |
private Vector3 GetBaseInput() | |
{ //returns the basic values, if it's 0 than it's not active. | |
Vector3 p_Velocity = new Vector3(); | |
if (Input.GetKey(KeyCode.W)) | |
{ | |
p_Velocity += new Vector3(0, 0, 1); | |
} | |
if (Input.GetKey(KeyCode.S)) | |
{ | |
p_Velocity += new Vector3(0, 0, -1); | |
} | |
if (Input.GetKey(KeyCode.A)) | |
{ | |
p_Velocity += new Vector3(-1, 0, 0); | |
} | |
if (Input.GetKey(KeyCode.D)) | |
{ | |
p_Velocity += new Vector3(1, 0, 0); | |
} | |
if (Input.GetKey(KeyCode.Q)) | |
{ | |
p_Velocity += new Vector3(0, -1, 0); | |
} | |
if (Input.GetKey(KeyCode.E)) | |
{ | |
p_Velocity += new Vector3(0, 1, 0); | |
} | |
return p_Velocity; | |
} | |
} |
Thank you, updated it to the new Unity input system https://gist.github.com/bison--/f97644377bd7f09e43d96547f67fda8a
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Fantastic! Thank you