Using Unity 2018.3
This camera script allows the user to zoom in and out and move the camera with touch around.
On Start() the script takes the cameras current position and saves it as the out of bounds limit. So if the player is zoomed in and moves the camera to the side, the camera will stop when it reaches the bounds limit.
My problem is that currently the user can zoom out all they want, causing the camera to get shaky as the script is trying to relocate the camera but it doesn't stop the user from increasing the orthographicSize.
How do I limit the user from zooming out passed the out of bound limit it got on Start()?
public class ControlCamera : MonoBehaviour
{
private Vector2?[] oldTouchPositions = {
null,
null
};
private Vector2 oldTouchVector;
private float oldTouchDistance;
private Vector3 bottomLeft;
private Vector3 topRight;
private float cameraMaxY;
private float cameraMinY;
private float cameraMaxX;
private float cameraMinX;
public float maxZoom;
public float minZoom;
private void Start()
{
// Set max camera bounds
topRight = GetComponent<Camera>().ScreenToWorldPoint(new Vector3(GetComponent<Camera>().pixelWidth, GetComponent<Camera>().pixelHeight, -transform.position.z));
bottomLeft = GetComponent<Camera>().ScreenToWorldPoint(new Vector3(0, 0, -transform.position.z));
cameraMaxX = topRight.x;
cameraMaxY = topRight.y;
cameraMinX = bottomLeft.x;
cameraMinY = bottomLeft.y;
}
private void Update()
{
// No touches
if (Input.touchCount == 0)
{
oldTouchPositions[0] = null;
oldTouchPositions[1] = null;
}
// 1 Touch
else if (Input.touchCount == 1)
{
if (oldTouchPositions[0] == null || oldTouchPositions[1] != null)
{
oldTouchPositions[0] = Input.GetTouch(0).position;
oldTouchPositions[1] = null;
}
else
{
Vector2 newTouchPosition = Input.GetTouch(0).position;
transform.position += transform.TransformDirection((Vector3)((oldTouchPositions[0] - newTouchPosition) * GetComponent<Camera>().orthographicSize / GetComponent<Camera>().pixelHeight * 2f));
oldTouchPositions[0] = newTouchPosition;
}
// 2 touches or more
} else {
if (oldTouchPositions[1] == null)
{
oldTouchPositions[0] = Input.GetTouch(0).position;
oldTouchPositions[1] = Input.GetTouch(1).position;
oldTouchVector = (Vector2)(oldTouchPositions[0] - oldTouchPositions[1]);
oldTouchDistance = oldTouchVector.magnitude;
} else {
Vector2 screen = new Vector2(GetComponent<Camera>().pixelWidth, GetComponent<Camera>().pixelHeight);
Vector2[] newTouchPositions = {
Input.GetTouch(0).position,
Input.GetTouch(1).position
};
Vector2 newTouchVector = newTouchPositions[0] - newTouchPositions[1];
float newTouchDistance = newTouchVector.magnitude;
transform.position += transform.TransformDirection((Vector3)((oldTouchPositions[0] + oldTouchPositions[1] - screen) * GetComponent<Camera>().orthographicSize / screen.y));
GetComponent<Camera>().orthographicSize *= oldTouchDistance / newTouchDistance;
transform.position -= transform.TransformDirection((newTouchPositions[0] + newTouchPositions[1] - screen) * GetComponent<Camera>().orthographicSize / screen.y);
oldTouchPositions[0] = newTouchPositions[0];
oldTouchPositions[1] = newTouchPositions[1];
oldTouchVector = newTouchVector;
oldTouchDistance = newTouchDistance;
// --------------------------------------------------------------->>
// Control Zoom In
if (GetComponent<Camera>().orthographicSize > minZoom)
{
//
}
// Control Zoom Out
if (GetComponent<Camera>().orthographicSize < maxZoom)
{
//
}
// --------------------------------------------------------------->>
}
}
// Check if camera is out-of-bounds, if so, move back in-bounds
topRight = GetComponent<Camera>().ScreenToWorldPoint(new Vector3(GetComponent<Camera>().pixelWidth, GetComponent<Camera>().pixelHeight, -transform.position.z));
bottomLeft = GetComponent<Camera>().ScreenToWorldPoint(new Vector3(0, 0, -transform.position.z));
if (topRight.x > cameraMaxX)
{
transform.position = new Vector3(transform.position.x - (topRight.x - cameraMaxX), transform.position.y, transform.position.z);
}
if (topRight.y > cameraMaxY)
{
transform.position = new Vector3(transform.position.x, transform.position.y - (topRight.y - cameraMaxY), transform.position.z);
}
if (bottomLeft.x < cameraMinX)
{
transform.position = new Vector3(transform.position.x + (cameraMinX - bottomLeft.x), transform.position.y, transform.position.z);
}
if (bottomLeft.y < cameraMinY)
{
transform.position = new Vector3(transform.position.x, transform.position.y + (cameraMinY - bottomLeft.y), transform.position.z);
}
}
}
You should not use GetComponent repeatedly especially not in Update or any repeatedly called method as this creates a lot unnecessary overhead. Instead get it once
private Camera camera;
private void Awake()
{
camera = GetComponent<Camera>();
}
and reuse that reference -> Everywhere replace GetComponent<Camera>() width camera
If my understanding is correct, orthographicSize is half of the height of the camera in world units.
Since you already get topRight and bottomLeft in world coordinates you should be able to calculate an orthographicSize
maxZoom = (CameraMaxY - CameraMinY) / 2.0f;
however, if anyway you want the original zoom to be the max zoom you could also simply store the original zoom like
maxZoom = camera.orthographicSize;
And later you can simply clamp the value like
camera.orthographicSize = Mathf.Clamp(
camera.orthographicSize * oldTouchDistance / newTouchDistance,
minZoom,
maxZoom);
-> no need for extra if checks
Related
I have a camera controller that can move, zoom and rotate the camera. It's pretty much the exact camera controller from Cities Skyline. i.e top-down with some freedom of movement.
I am using CheckSphere to detect when the camera collides with wall/ground layers, and this works perfectly. However my issue is I do not know how to reset it's position to the last valid one, and to keep it there until the camera chooses a valid direction. At the moment as soon as my CheckSphere hits a wall, the camera is stuck and no longer responds to input.
I tried to store the last valid position, rotation and zoom and simply force this when CheckSphere hits something, but it's not working.
Is there some way I can can use this method with CheckSphere in a way that the camera won't get stuck every time it hits something it's not allowed to hit?
void HandleInput()
{
if (Physics.CheckSphere(cameraTransform.position, 7, collideWith))
{
newPosition = oldPosition;
newRotation = oldRotation;
newZoom = oldZoom;
Debug.Log("Did Hit");
}
else
{
//Speed controls
if (Input.GetKey(KeyCode.LeftShift))
{
movementSpeed = fastSpeed;
}
else
{
movementSpeed = normalSpeed;
}
// Adjust movement speed based on camera zoom
movementSpeed *= (cameraTransform.localPosition.y / zoomSpeedFactor);
Vector3 adjustedForward = transform.forward;
adjustedForward.y = 0;
//Movement controls
if (Input.GetKey(KeyCode.W) || Input.GetKey(KeyCode.UpArrow))
{
newPosition += (adjustedForward * movementSpeed);
}
if (Input.GetKey(KeyCode.S) || Input.GetKey(KeyCode.DownArrow))
{
newPosition += (adjustedForward * -movementSpeed);
}
if (Input.GetKey(KeyCode.D) || Input.GetKey(KeyCode.RightArrow))
{
newPosition += (transform.right * movementSpeed);
}
if (Input.GetKey(KeyCode.A) || Input.GetKey(KeyCode.LeftArrow))
{
newPosition += (transform.right * -movementSpeed);
}
//Rotation controls
if (Input.GetMouseButtonDown(2))
{
rotateStartPosition = Input.mousePosition;
}
if (Input.GetMouseButton(2))
{
rotateCurrentPosition = Input.mousePosition;
Vector3 difference = rotateStartPosition - rotateCurrentPosition;
rotateStartPosition = rotateCurrentPosition;
newRotation *= Quaternion.Euler(Vector3.up * (-difference.x / 5f));
newRotation *= Quaternion.Euler(Vector3.right * (difference.y / 5f));
Vector3 euler = newRotation.eulerAngles;
euler.x = ClampAngle(euler.x, verticalRotationClamp.x, verticalRotationClamp.y);
euler.z = 0;
newRotation.eulerAngles = euler;
}
//Zoom controls
if (Input.mouseScrollDelta.y != 0 && !EventSystem.current.IsPointerOverGameObject())
{
newZoom -= Input.mouseScrollDelta.y * zoomAmount;
newZoom.y = ClampValue(newZoom.y, zoomClamp.x, zoomClamp.y);
newZoom.z = ClampValue(newZoom.z, -zoomClamp.y, -zoomClamp.x);
}
oldPosition = new Vector3(newPosition.x, newPosition.y, newPosition.z);
oldRotation = new Quaternion(newRotation.x, newRotation.y, newRotation.z, newRotation.w);
oldZoom = new Vector3(newZoom.x, newZoom.y, newZoom.z);
Debug.Log("Did not Hit");
}
transform.position = Vector3.Lerp(transform.position, newPosition, Time.unscaledDeltaTime * acceleration);
transform.rotation = Quaternion.Lerp(transform.rotation, newRotation, Time.unscaledDeltaTime * acceleration);
cameraTransform.localPosition = Vector3.Lerp(cameraTransform.localPosition, newZoom, Time.unscaledDeltaTime * acceleration);
}
In the 3D project I have script and i can rotate/move in the scene without doubts, but i have problem with Zoom, i can do this too close and soo far. I zoom it right to the floor or to far away to sky and i stack then. I use perspective camera.
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
class ScrollAndPinch : MonoBehaviour
{
public Camera Camera;
public bool Rotate;
protected Plane Plane;
private void Awake()
{
if (Camera == null)
Camera = Camera.main;
}
private void Update()
{
//Update Plane
if (Input.touchCount >= 1)
Plane.SetNormalAndPosition(transform.up, transform.position);
var Delta1 = Vector3.zero;
var Delta2 = Vector3.zero;
//Scroll
if (Input.touchCount >= 1)
{
Delta1 = PlanePositionDelta(Input.GetTouch(0));
if (Input.GetTouch(0).phase == TouchPhase.Moved)
Camera.transform.Translate(Delta1, Space.World);
}
//Pinch
if (Input.touchCount >= 2)
{
var pos1 = PlanePosition(Input.GetTouch(0).position);
var pos2 = PlanePosition(Input.GetTouch(1).position);
var pos1b = PlanePosition(Input.GetTouch(0).position - Input.GetTouch(0).deltaPosition);
var pos2b = PlanePosition(Input.GetTouch(1).position - Input.GetTouch(1).deltaPosition);
//calc zoom
var zoom = Vector3.Distance(pos1, pos2) /
Vector3.Distance(pos1b, pos2b);
//edge case
if (zoom == 9 || zoom > 10)
return;
//Move cam amount the mid ray
Camera.transform.position = Vector3.LerpUnclamped(pos1, Camera.transform.position, 1 / zoom);
if (Rotate && pos2b != pos2)
Camera.transform.RotateAround(pos1, Plane.normal, Vector3.SignedAngle(pos2 - pos1, pos2b - pos1b, Plane.normal));
}
}
protected Vector3 PlanePositionDelta(Touch touch)
{
//not moved
if (touch.phase != TouchPhase.Moved)
return Vector3.zero;
//delta
var rayBefore = Camera.ScreenPointToRay(touch.position - touch.deltaPosition);
var rayNow = Camera.ScreenPointToRay(touch.position);
if (Plane.Raycast(rayBefore, out var enterBefore) && Plane.Raycast(rayNow, out var enterNow))
return rayBefore.GetPoint(enterBefore) - rayNow.GetPoint(enterNow);
//not on plane
return Vector3.zero;
}
protected Vector3 PlanePosition(Vector2 screenPos)
{
//position
var rayNow = Camera.ScreenPointToRay(screenPos);
if (Plane.Raycast(rayNow, out var enterNow))
return rayNow.GetPoint(enterNow);
return Vector3.zero;
}
private void OnDrawGizmos()
{
Gizmos.DrawLine(transform.position, transform.position + transform.up);
}
}
Sorry for noob question, i've recently started to my journey in unity3D.
How can i set the limits here?
If you mean you want to limit the zoom within a single pinch operation you could probably do e.g.
// Configure these in the Inspector
[SerializeField] private float minZoom = 0.1f;
[SerializeField] private float maxZoom = 10f;
...
var zoom = Vector3.Distance(pos1, pos2) / Vector3.Distance(pos1b, pos2b);
zoom = Mathf.Clamp(minZoom, maxZoom);
...
If you ment you rather want to limit the overall combined zoom you'll have to store and combine the zoom amounts like e.g.
private float finalZoom = 1;
...
var zoom = Vector3.Distance(pos1, pos2) / Vector3.Distance(pos1b, pos2b);
finalZoom *= zoom;
finalZoom = Mathf.Clamp(minZoom, maxZoom);
// And from here use finalZoom instead of zoom
Camera.transform.position = Vector3.LerpUnclamped(pos1, Camera.transform.position, 1 / finalZoom);
...
The answer is to use https://docs.unity3d.com/ScriptReference/Mathf.Clamp.html
Mathf.Clamp(xValue, xMin, xMax);
I am using a map bigger than the screen I viewing. Therefore I need to be able to pan around that map. I am having a problem with clamping the camera and the map. I want to be able to use the demension of the image as the width and height of the clamp. The problem is the units.
The image is 2144 x 1708
The camera transposition is in single digits (14 x 7) or something like that.
All of the code I am using is below.
private Vector3 mouseOrigin; // Position of cursor when mouse dragging starts
private bool isPanning; // Is the camera being panned?
public bool useBoundary = true;
public Vector2 boundaryMin;
public Vector2 boundaryMax;
public Image map;
private void Start()
{
Camera cam = Camera.main;
float mapRatio = map.rectTransform.rect.width / map.rectTransform.rect.height;
float mapScreenHeight = (1.5f * cam.orthographicSize);
float mapScreenWidth = (3f * mapScreenHeight) * cam.aspect;
boundaryMin = new Vector2(0, 1);
boundaryMax = new Vector2(map.rectTransform.rect.width, map.rectTransform.rect.height);
}
private void Update()
{
if (Input.GetMouseButtonDown(0))
{
mouseOrigin = Input.mousePosition;
isPanning = true;
}
// Disable movements on button release
if (!Input.GetMouseButton(0))
isPanning = false;
if (isPanning)
{
Vector3 pos = Camera.main.ScreenToViewportPoint(Input.mousePosition - mouseOrigin);
Vector3 move = new Vector3(pos.x * panSpeed, pos.y * panSpeed, 0);
transform.Translate(move, Space.Self);
BoundaryCheck();
}
}
private void BoundaryCheck()
{
if (!useBoundary)
return;
Vector3 newPos = transform.position;
newPos.x = Mathf.Clamp(newPos.x, boundaryMin.x, boundaryMax.x);
newPos.y = Mathf.Clamp(newPos.y, boundaryMin.y, boundaryMax.y);
transform.position = newPos;
}
}
Any help would be greatly appreciated.
You can do this using Unity UI - Scroll Rect.
Check out Unity UI - Scroll Rect - Introduction
In my opinion you should need to use below script for camera panning, zooming and rotating. You can off any undesirable function. Now according to your question you have to restrict the movement(according to your image border). simply you can restrict the camera movements on differet axis according to your limitations. You should place cubes into the borders of the map and use their positions as the limit of camera movement and panning etc.
using UnityEngine;
using System.Collections;
public class CamMovementManager : MonoBehaviour
{
#region Vars
public float turnSpeed = 1.0f; // Speed of camera turning when mouse moves in along an axis
public float panSpeed = 4.0f; // Speed of the camera when being panned
public float zoomSpeed = 4.0f; // Speed of the camera going back and forth
private Vector3 mouseOrigin; // Position of cursor when mouse dragging starts
private bool isPanning; // Is the camera being panned?
private bool isRotating; // Is the camera being rotated?
private bool isZooming; // Is the camera zooming?
private float pannPosLimit = 300f;
private int fovMin = 15;
private int fovMax = 90;
#endregion Vars
#region UnityEvents
void Update()
{
// Get the left mouse button
if (Input.GetMouseButtonDown(0))
{
// Get mouse origin
mouseOrigin = Input.mousePosition;
isRotating = true;
}
// Get the right mouse button
if (Input.GetMouseButtonDown(1))
{
// Get mouse origin
mouseOrigin = Input.mousePosition;
isPanning = true;
}
// Get the middle mouse button
if (Input.GetMouseButtonDown(2))
{
// Get mouse origin
//mouseOrigin = Input.mousePosition;
//isZooming = true;
}
//changing fov on mouse scroll to zoomIn/out
float fov = Camera.main.fieldOfView;
fov += Input.GetAxis("Mouse ScrollWheel") * 10f;
fov = Mathf.Clamp(fov, fovMin, fovMax);
Camera.main.fieldOfView = fov;//*/
// Disable movements on button release
if (!Input.GetMouseButton(0)) isRotating = false;
if (!Input.GetMouseButton(1)) isPanning = false;
if (!Input.GetMouseButton(2)) isZooming = false;
// Rotate camera along X and Y axis
if (isRotating)
{
Vector3 pos = Camera.main.ScreenToViewportPoint(Input.mousePosition - mouseOrigin);
//Debug.Log("rotate pos : " + pos);
transform.RotateAround(transform.position, transform.right, -pos.y * turnSpeed);
transform.RotateAround(transform.position, Vector3.up, pos.x * turnSpeed);
}
// Move the camera on it's XY plane
if (isPanning)
{
if (Input.mousePosition.y > pannPosLimit)
{
Vector3 pos = Camera.main.ScreenToViewportPoint(Input.mousePosition - mouseOrigin);
Vector3 move = new Vector3(pos.x * panSpeed, pos.y * panSpeed, 0);
transform.Translate(move, Space.Self);
}
}
// Move the camera linearly along Z axis
if (isZooming)
{
Vector3 pos = Camera.main.ScreenToViewportPoint(Input.mousePosition - mouseOrigin);
Vector3 move = pos.y * zoomSpeed * transform.forward;
transform.Translate(move, Space.World);
}
}
#endregion
#region CustomMethods
public void CamRotating()
{
Vector3 pos = Camera.main.ScreenToViewportPoint(Input.mousePosition - mouseOrigin);
transform.RotateAround(transform.position, transform.right, -pos.y * turnSpeed);
transform.RotateAround(transform.position, Vector3.up, pos.x * turnSpeed);
}
public void CamPanning()
{
Vector3 pos = Camera.main.ScreenToViewportPoint(Input.mousePosition - mouseOrigin);
Vector3 move = new Vector3(pos.x * panSpeed, pos.y * panSpeed, 0);
transform.Translate(move, Space.Self);
}
public void CamZooming()
{
Vector3 pos = Camera.main.ScreenToViewportPoint(Input.mousePosition - mouseOrigin);
Vector3 move = pos.y * zoomSpeed * transform.forward;
transform.Translate(move, Space.World);
}
#endregion CustomMethods
}
I want to make a jostick that created (Instatiated or whatever) in touch position(Input.getTouch(i).position) and destroyed when user doesn't touch the screen anymore. This is the source code below. Please give me an idea how to do it. Thank you.
using UnityEngine;
using System.Collections;
public class joy : MonoBehaviour
{
public GameObject joystick; //Self explanitory
public GameObject bg; //Background object for the joystick boundaries
public const float deadzone = 0f; //Deadzone for the joystick
public const float radius = 2.0f; //The radius that the joystick thumb is allowed to move from its origin
public Camera cam;
protected Collider joyCol;
protected int lastfingerid = -1; //Used for latching onto the finger
public Vector2 position = Vector2.zero;
void Awake ()
{
joyCol = bg.GetComponent<Collider>();
}
public void Disable ()
{
gameObject.active = false; //Turns off the joystick when called
}
public void ResetJoystick () //Called when the joystick should be moved back to it's original position (relative to parent object)
{
lastfingerid = -1;
joystick.transform.localPosition = Vector3.zero;
}
void Update ()
{
if (Input.touchCount == 0)
{
ResetJoystick (); //I would have figured this would be obvious? :P
}
else
{
for (int i=0; i < Input.touchCount; i++)
{
Touch touch = Input.GetTouch(i);
bool latchFinger = false;
if (touch.phase == TouchPhase.Began) //When you begin the touch, the code here gets called once
{
//Vector3 touchpos = Input.GetTouch(i).position;
//touchpos.z = 0.0f;
//Vector3 createpos = cam.ScreenToWorldPoint(touchpos);
Ray ray = cam.ScreenPointToRay (touch.position); //Creates a ray at the touch spot
RaycastHit hit; //Used for determining if something was hit
//joystick = (GameObject)Instantiate(Resources.Load("Type3/joystick"),createpos, Quaternion.identity);
//bg = (GameObject)Instantiate(Resources.Load("Type3/Bg"),createpos, Quaternion.identity);
if (joyCol.Raycast(ray,out hit,Mathf.Infinity)) //The ray hit something...
{
if (hit.collider == joyCol) //Apparently, that ray hit your joystick
{
latchFinger = true; //This turns on and sets off a chain reaction
}
}
}
if (latchFinger ) //Latch finger being true turns this code on
{
if ((lastfingerid == -1 || lastfingerid != touch.fingerId))
{
lastfingerid = touch.fingerId;
}
}
if (lastfingerid == touch.fingerId) //The real meat of the code
{
Vector3 sTW = cam.ScreenToWorldPoint (new Vector3 (touch.position.x, touch.position.y, 1)); //Transforms the screen touch coordinates into world coordinates to move our joystick
joystick.transform.position = sTW; //Hurr :O
joystick.transform.localPosition = new Vector3(joystick.transform.localPosition.x,joystick.transform.localPosition.y,0);
//float xClamp = Mathf.Clamp (joystick.transform.localPosition.x, xClampMin, xClampMax); //Limit movement to the boundaries
//float yClamp = Mathf.Clamp (joystick.transform.localPosition.y, yClampMin, yClampMax);
/*float distFromCenter = Mathf.Sqrt(joystick.transform.localPosition.x*joystick.transform.localPosition.x + joystick.transform.localPosition.y*joystick.transform.transform.localPosition.y);
float actualPercent = Mathf.Clamp01(distFromCenter/radius);
float percent = Mathf.Clamp01((distFromCenter - deadzone)/(radius - deadzone));
*/
joystick.transform.localPosition = Vector3.ClampMagnitude(joystick.transform.localPosition,radius);
//joystick.transform.localPosition = new Vector3 (xClamp, yClamp, joystick.transform.localPosition.z); //Finally, the joystick moves like it should with everything in place
if (touch.phase == TouchPhase.Ended || touch.phase == TouchPhase.Canceled)
{
ResetJoystick ();
}
}
Ray touchray = cam.ScreenPointToRay (touch.position); //Creates a ray at the touch spot
//RaycastHit hit; //Used for determining if something was hit
Debug.DrawRay (touchray.origin, touchray.direction * 100, Color.yellow); //Delete this line. It's not important.
}
}
//set our position variables x and y values to the joysticks values but clamped to a percent value instead of world coords
position.x = joystick.transform.localPosition.x/radius;
position.y = joystick.transform.localPosition.y/radius;
if(position.magnitude < deadzone)
{
position.x = 0;
position.y = 0;
}
}
}
I have an orthographic camera and would like to implement a zoom feature to a specific point. I.e., imagine you have a picture and want to zoom to a specific part of the picture.
I know how to zoom in, the problem is to move the camera to a position that has the desired zone in focus.
How can I do so?
The camera's orthographicSize is the number of world space units in the top half of the viewport. If it's 0.5, then a 1 unit cube will exactly fill the viewport (vertically).
So to zoom in on your target region, center your camera on it (by setting (x,y) to the target's center) and set orthographicSize to half the region's height.
Here is an example to center and zoom to the extents of an object. (Zoom with LMB; 'R' to reset.)
public class OrthographicZoom : MonoBehaviour
{
private Vector3 defaultCenter;
private float defaultHeight; // height of orthographic viewport in world units
private void Start()
{
defaultCenter = camera.transform.position;
defaultHeight = 2f*camera.orthographicSize;
}
private void Update()
{
if (Input.GetMouseButtonDown(0))
{
Collider target = GetTarget();
if(target != null)
OrthoZoom(target.bounds.center, target.bounds.size.y); // Could directly set orthographicSize = bounds.extents.y
}
if (Input.GetKeyDown(KeyCode.R))
OrthoZoom(defaultCenter, defaultHeight);
}
private void OrthoZoom(Vector2 center, float regionHeight)
{
camera.transform.position = new Vector3(center.x, center.y, defaultCenter.z);
camera.orthographicSize = regionHeight/2f;
}
private Collider GetTarget()
{
var hit = new RaycastHit();
Physics.Raycast(camera.ScreenPointToRay(Input.mousePosition), out hit);
return hit.collider;
}
}
hope you find this code example useful, should be a copy / paste.
Note: this script assume it's attached to the camera object, otherwise you should adjust the transform to the camera object reference.
private float lastZoomDistance = float.PositiveInfinity; // remember that this should be reset to infinite on touch end
private float maxZoomOut = 200;
private float maxZoomIn = 50;
private float zoomSpeed = 2;
void Update() {
if (Input.touchCount >= 2) {
Vector2 touch0, touch1;
float distance;
Vector2 pos = new Vector2(transform.position.x, transform.position.y);
touch0 = Input.GetTouch(0).position - pos;
touch1 = Input.GetTouch(1).position - pos;
zoomCenter = (touch0 + touch1) / 2;
distance = Vector2.Distance(touch0, touch1);
if(lastZoomDistance == float.PositiveInfinity) {
lastZoomDistance = distance;
} else {
if(distance > lastZoomDistance && camera.orthographicSize + zoomSpeed <= maxZoomOut) {
this.camera.orthographicSize = this.camera.orthographicSize + zoomSpeed;
// Assuming script is attached to camera - otherwise, change the transform.position to the camera object
transform.position = Vector3.Lerp(transform.position, zoomCenter, Time.deltaTime);
} else if(distance < lastZoomDistance && camera.orthographicSize - zoomSpeed >= maxZoomIn) {
this.camera.orthographicSize = this.camera.orthographicSize - zoomSpeed;
transform.position = Vector3.Lerp(transform.position, zoomCenter, Time.deltaTime);
}
}
lastZoomDistance = distance;
}
}