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Smooth Camera Rotation with Deceleration

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I've been trying to find a solution to creating a camera deceleration when orbiting around a scene. For an application that I am developing for the IOS. I have a make shift approach that uses the Lerp function but the transition is not smooth enough like some transitions that you see on native IOS application. The example code is below: void Update() { if (Input.touchCount > 0) { if (Input.GetTouch(0).phase == TouchPhase.Moved)// */ Input.GetMouseButton(0)) { if (target) { CamOrbit(); } } if (Input.GetTouch(0).phase == TouchPhase.Ended) // */Input.GetMouseButtonUp(0)) { InputX = Input.GetAxis("Mouse X"); InputY = -Input.GetAxis("Mouse Y"); isMoving = true; current = 1; } } } void LateUpdate() { if (isMoving) { Quaternion rotation; current += Time.deltaTime; x += -InputX * xSpeed * 0.02f; y += -InputY * ySpeed * 0.02f; rotation = Quaternion.Euler(y, x, 0); transform.rotation = Quaternion.Lerp(rotation, CamOrbit(), 100f * Time.deltaTime); if (current > 1.2) isMoving = false; } } private Quaternion CamOrbit() { x += -Input.GetAxis("Mouse X") * xSpeed * 0.02f; y -= -Input.GetAxis("Mouse Y") * ySpeed * 0.02f; rotation = Quaternion.Euler(y, x, 0); transform.rotation = rotation; return rotation; } I tried using Slerp, but the effect was more or less the same, I know I might have used it in an incorrect way, But i do hope someone can shed some light on this. Thanks, Shanaire.

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