Skip to content

Instantly share code, notes, and snippets.

@jasonsturges
Last active September 30, 2022 02:44
Show Gist options
  • Star 0 You must be signed in to star a gist
  • Fork 0 You must be signed in to fork a gist
  • Save jasonsturges/2a9ec4793a54b5c6c66130f4a6db9fb6 to your computer and use it in GitHub Desktop.
Save jasonsturges/2a9ec4793a54b5c6c66130f4a6db9fb6 to your computer and use it in GitHub Desktop.
Unity Simple Camera Controller
using UnityEngine;
// Note: This script is a duplicate of the one provided by UnityTemplateProjects.
namespace UnityTemplateProjects
{
public class SimpleCameraController : MonoBehaviour
{
class CameraState
{
public float yaw;
public float pitch;
public float roll;
public float x;
public float y;
public float z;
public void SetFromTransform(Transform t) {
pitch = t.eulerAngles.x;
yaw = t.eulerAngles.y;
roll = t.eulerAngles.z;
x = t.position.x;
y = t.position.y;
z = t.position.z;
}
public void Translate(Vector3 translation) {
Vector3 rotatedTranslation = Quaternion.Euler(pitch, yaw, roll) * translation;
x += rotatedTranslation.x;
y += rotatedTranslation.y;
z += rotatedTranslation.z;
}
public void LerpTowards(CameraState target, float positionLerpPct, float rotationLerpPct) {
yaw = Mathf.Lerp(yaw, target.yaw, rotationLerpPct);
pitch = Mathf.Lerp(pitch, target.pitch, rotationLerpPct);
roll = Mathf.Lerp(roll, target.roll, rotationLerpPct);
x = Mathf.Lerp(x, target.x, positionLerpPct);
y = Mathf.Lerp(y, target.y, positionLerpPct);
z = Mathf.Lerp(z, target.z, positionLerpPct);
}
public void UpdateTransform(Transform t) {
t.eulerAngles = new Vector3(pitch, yaw, roll);
t.position = new Vector3(x, y, z);
}
}
CameraState m_TargetCameraState = new CameraState();
CameraState m_InterpolatingCameraState = new CameraState();
[Header("Movement Settings")]
[Tooltip("Exponential boost factor on translation, controllable by mouse wheel.")]
public float boost = 3.5f;
[Tooltip("Time it takes to interpolate camera position 99% of the way to the target."), Range(0.001f, 1f)]
public float positionLerpTime = 0.2f;
[Header("Rotation Settings")]
[Tooltip("X = Change in mouse position.\nY = Multiplicative factor for camera rotation.")]
public AnimationCurve mouseSensitivityCurve = new AnimationCurve(new Keyframe(0f, 0.5f, 0f, 5f), new Keyframe(1f, 2.5f, 0f, 0f));
[Tooltip("Time it takes to interpolate camera rotation 99% of the way to the target."), Range(0.001f, 1f)]
public float rotationLerpTime = 0.01f;
[Tooltip("Whether or not to invert our Y axis for mouse input to rotation.")]
public bool invertY = false;
void OnEnable() {
m_TargetCameraState.SetFromTransform(transform);
m_InterpolatingCameraState.SetFromTransform(transform);
}
Vector3 GetInputTranslationDirection() {
Vector3 direction = new Vector3();
if (Input.GetKey(KeyCode.W)) {
direction += Vector3.forward;
}
if (Input.GetKey(KeyCode.S)) {
direction += Vector3.back;
}
if (Input.GetKey(KeyCode.A)) {
direction += Vector3.left;
}
if (Input.GetKey(KeyCode.D)) {
direction += Vector3.right;
}
if (Input.GetKey(KeyCode.Q)) {
direction += Vector3.down;
}
if (Input.GetKey(KeyCode.E)) {
direction += Vector3.up;
}
return direction;
}
void Update() {
// Exit Sample
if (Input.GetKey(KeyCode.Escape)) {
Application.Quit();
#if UNITY_EDITOR
UnityEditor.EditorApplication.isPlaying = false;
#endif
}
// Hide and lock cursor when right mouse button pressed
if (Input.GetMouseButtonDown(1)) {
Cursor.lockState = CursorLockMode.Locked;
}
// Unlock and show cursor when right mouse button released
if (Input.GetMouseButtonUp(1)) {
Cursor.visible = true;
Cursor.lockState = CursorLockMode.None;
}
// Rotation
if (Input.GetMouseButton(1)) {
var mouseMovement = new Vector2(Input.GetAxis("Mouse X"), Input.GetAxis("Mouse Y") * (invertY ? 1 : -1));
var mouseSensitivityFactor = mouseSensitivityCurve.Evaluate(mouseMovement.magnitude);
m_TargetCameraState.yaw += mouseMovement.x * mouseSensitivityFactor;
m_TargetCameraState.pitch += mouseMovement.y * mouseSensitivityFactor;
}
// Translation
var translation = GetInputTranslationDirection() * Time.deltaTime;
// Speed up movement when shift key held
if (Input.GetKey(KeyCode.LeftShift)) {
translation *= 5.0f;
}
// Modify movement by a boost factor (defined in Inspector and modified in play mode through the mouse scroll wheel)
boost += Input.mouseScrollDelta.y * 0.2f;
translation *= Mathf.Pow(2.0f, boost);
m_TargetCameraState.Translate(translation);
// Framerate-independent interpolation
// Calculate the lerp amount, such that we get 99% of the way to our target in the specified time
var positionLerpPct = 1f - Mathf.Exp((Mathf.Log(1f - 0.99f) / positionLerpTime) * Time.deltaTime);
var rotationLerpPct = 1f - Mathf.Exp((Mathf.Log(1f - 0.99f) / rotationLerpTime) * Time.deltaTime);
m_InterpolatingCameraState.LerpTowards(m_TargetCameraState, positionLerpPct, rotationLerpPct);
m_InterpolatingCameraState.UpdateTransform(transform);
}
}
}
Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment