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using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using UnityEngine;
/// <summary>
/// A simple free camera to be added to a Unity game object.
///
/// Keys:
/// wasd / arrows - movement
/// q/e - up/down (local space)
/// r/f - up/down (world space)
/// pageup/pagedown - up/down (world space)
/// hold shift - enable fast movement mode
/// right mouse - enable free look
/// mouse - free look / rotation
///
/// </summary>
public class FreeCam : MonoBehaviour
{
/// <summary>
/// Normal speed of camera movement.
/// </summary>
public float movementSpeed = 10f;
/// <summary>
/// Speed of camera movement when shift is held down,
/// </summary>
public float fastMovementSpeed = 100f;
/// <summary>
/// Sensitivity for free look.
/// </summary>
public float freeLookSensitivity = 3f;
/// <summary>
/// Amount to zoom the camera when using the mouse wheel.
/// </summary>
public float zoomSensitivity = 10f;
/// <summary>
/// Amount to zoom the camera when using the mouse wheel (fast mode).
/// </summary>
public float fastZoomSensitivity = 50f;
/// <summary>
/// Set to true when free looking (on right mouse button).
/// </summary>
private bool looking = false;
void Update()
{
var fastMode = Input.GetKey(KeyCode.LeftShift) || Input.GetKey(KeyCode.RightShift);
var movementSpeed = fastMode ? this.fastMovementSpeed : this.movementSpeed;
if (Input.GetKey(KeyCode.A) || Input.GetKey(KeyCode.LeftArrow))
{
transform.position = transform.position + (-transform.right * movementSpeed * Time.deltaTime);
}
if (Input.GetKey(KeyCode.D) || Input.GetKey(KeyCode.RightArrow))
{
transform.position = transform.position + (transform.right * movementSpeed * Time.deltaTime);
}
if (Input.GetKey(KeyCode.W) || Input.GetKey(KeyCode.UpArrow))
{
transform.position = transform.position + (transform.forward * movementSpeed * Time.deltaTime);
}
if (Input.GetKey(KeyCode.S) || Input.GetKey(KeyCode.DownArrow))
{
transform.position = transform.position + (-transform.forward * movementSpeed * Time.deltaTime);
}
if (Input.GetKey(KeyCode.Q))
{
transform.position = transform.position + (transform.up * movementSpeed * Time.deltaTime);
}
if (Input.GetKey(KeyCode.E))
{
transform.position = transform.position + (-transform.up * movementSpeed * Time.deltaTime);
}
if (Input.GetKey(KeyCode.R) || Input.GetKey(KeyCode.PageUp))
{
transform.position = transform.position + (Vector3.up * movementSpeed * Time.deltaTime);
}
if (Input.GetKey(KeyCode.F) || Input.GetKey(KeyCode.PageDown))
{
transform.position = transform.position + (-Vector3.up * movementSpeed * Time.deltaTime);
}
if (looking)
{
float newRotationX = transform.localEulerAngles.y + Input.GetAxis("Mouse X") * freeLookSensitivity;
float newRotationY = transform.localEulerAngles.x - Input.GetAxis("Mouse Y") * freeLookSensitivity;
transform.localEulerAngles = new Vector3(newRotationY, newRotationX, 0f);
}
float axis = Input.GetAxis("Mouse ScrollWheel");
if (axis != 0)
{
var zoomSensitivity = fastMode ? this.fastZoomSensitivity : this.zoomSensitivity;
transform.position = transform.position + transform.forward * axis * zoomSensitivity;
}
if (Input.GetKeyDown(KeyCode.Mouse1))
{
StartLooking();
}
else if (Input.GetKeyUp(KeyCode.Mouse1))
{
StopLooking();
}
}
void OnDisable()
{
StopLooking();
}
/// <summary>
/// Enable free looking.
/// </summary>
public void StartLooking()
{
looking = true;
Cursor.visible = false;
Cursor.lockState = CursorLockMode.Locked;
}
/// <summary>
/// Disable free looking.
/// </summary>
public void StopLooking()
{
looking = false;
Cursor.visible = true;
Cursor.lockState = CursorLockMode.None;
}
}
@suprafun
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suprafun commented May 20, 2019

Hello, under what license is this script released under ? Thank-you.

@NerdIt
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NerdIt commented Aug 12, 2019

Hello, under what license is this script released under ? Thank-you.

if this was under license, it would have been stated and it is highly likely it wouldn't have been posted so openly

@ashleydavis
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Author

ashleydavis commented Aug 12, 2019

Sorry I don't usually bother licencing gists.

Consider it an MIT licence. That's what I normally use for repos.

@umustbeloggedintododat
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umustbeloggedintododat commented Jul 31, 2020

how do I put this in an apk?

@ashleydavis
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ashleydavis commented Aug 1, 2020

You mean an Android app?

You might want to start with a tutorial on building Android apps with Unity.

@jeffman1
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jeffman1 commented Jan 5, 2021

I love the code! I revised it to put the player back at their original position afterwards to keep them from being distracted in the game. However, it does work with some modifications with the 3rd person script. I only kept the rotation code so I could free look without the rest of the 3rd person script interfering. It works perfectly with my other code! Using Unity 2019.3 because my models from Character Creator do not work with Unity 2020 and above yet (something is buggy still about 2020 in my opinion).

@ashleydavis
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ashleydavis commented Jan 6, 2021

Awesome. I'm glad this code is still useful!

@Raken23
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Raken23 commented Jan 10, 2022

Great thing! Exactly what I expected. Thank you.

@jewol
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jewol commented Apr 13, 2022

This is awesome, exactly what I needed, thanks! By the way, I think the only namespace you need to include is UnityEngine, the rest doesn't seem to be necessary ;)

@ashleydavis
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ashleydavis commented Apr 13, 2022

Cool, thanks for letting me know! The other stuff is just standard .NET imports that are included by default ;)

@Oppodelldog
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Oppodelldog commented Jun 27, 2022

I wanted to have Q and E behave same like Unity does, actually for me it's the other way round.

    /// <summary>
    /// Normal speed of vertical camera movement (keys Q,E).
    /// </summary>
    public float verticalMovement = 10f;

and use it for Q and E

            if (Input.GetKey(KeyCode.Q))
            {
                transform.position = transform.position + (transform.up * verticalMovement * Time.deltaTime);
            }

            if (Input.GetKey(KeyCode.E))
            {
                transform.position = transform.position + (-transform.up * verticalMovement * Time.deltaTime);
            }

This is backward compatible solution; To get the Unity behavior you need to put -10 in the Properties Editor.

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