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@Mahelita
Forked from McFunkypants/FlyCamera.cs
Last active June 22, 2023 20:28
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New Script FlyCamera add to any camera obj: instant unity editor style wasd rightclick debug cam
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;
}
}
@canxerian
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Fantastic! Thank you

@bison--
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bison-- commented Jan 2, 2022

Thank you, updated it to the new Unity input system https://gist.github.com/bison--/f97644377bd7f09e43d96547f67fda8a

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