Unity 3D Game Engine – Camera – Mouse Orbit

1. Inside Hierachy create the objects:

– CameraTarget

– Main Camera, assign MouseOrbit.js

MouseOrbit.js


var target : Transform; // Inspector> Assign the LookAt Camera Target Object
var distance = 10.0;    // distance of the camera from the Target Object

var xSpeed = 250.0; // Speed of x rotation
var ySpeed = 120.0; // Speed of y rotation

var yMinLimit = -20; // y minimum rotation limit
var yMaxLimit = 80;  // y maximum rotation limit

private var x = 0.0;
private var y = 0.0;

private var smooth = 0.0;

function Start () {
    var angles = transform.eulerAngles;
    x = angles.y;
    y = angles.x;

	// Make the rigid body not change rotation
   	if (rigidbody)
		rigidbody.freezeRotation = true;
}

function LateUpdate () {
    if (target) {
    	if(Input.GetMouseButton(0))	{
        	x += Input.GetAxis("Mouse X") * xSpeed * 0.02;
        	y -= Input.GetAxis("Mouse Y") * ySpeed * 0.02;
        }
 		
 		y = ClampAngle(y, yMinLimit, yMaxLimit);
 		       
        var rotation = Quaternion.Euler(y, x, 0);
        var position = rotation * Vector3(0.0, 0.5, -distance) + target.position;
        
        transform.rotation = rotation;
        transform.position = position;
    }
    
    if(Input.GetAxis("Mouse ScrollWheel"))	{
    	smooth += Input.GetAxis("Mouse ScrollWheel");
    }
    distance += smooth;
    if(distance < 1)  // la Camera non si avvicina più di 1 unità
    	distance = 1; 
    if(distance > 6) // la Camera non si allontana più di 6 unità
    	distance = 6; 
    if(smooth != 0)
    	smooth /= 1.2;

}

static function ClampAngle (angle : float, min : float, max : float) {
	if (angle < -360)
		angle += 360;
	if (angle > 360)
		angle -= 360;
	return Mathf.Clamp (angle, min, max);
}

Inspector> Main Camera> CameraOrbit.js> Assign the ‘CameraTarget’ Object to var target.