Reputation: 161
My problem is I want to point my camera towards the ground but still move it around horizontally. The problem is when I move the camera forwards, because it has been pointed at an angle towards the ground its local z axis runs through the ground. So when you move the camera forward it follows this axis and descends to the ground.
How would I point the camera towards the ground but maintain horizontal axis?
I have unity version 3.4 it is not pro and I’m coding in C#.
Any help appreciated as I have just started trying to learn unity.
Upvotes: 3
Views: 12959
Reputation: 4056
I assume you're using Camera.transform.translate? If so, modify your script to do something like:
Vector3 pos = Camera.transform.position;
pos += new Vector3(1,0,1); //Translate 1 unit on x, and 1 unit on z
Camera.transform.position = pos;
For a more complete example, here is my MouseLook() code:
void MoveCamera(){
Vector3 oPos = this.transform.position;
Vector3 newPos = this.transform.position + Translation;
Vector3 forward = Camera.main.transform.forward;
Vector3 sideways = Camera.main.transform.right;
Vector3 up = Camera.main.transform.up;
newPos = oPos + forward * Translation.z;
newPos = newPos + sideways * Translation.x;
if(!_isMouseLook){
//not mouse look so reset position to original height.
//Still apply a Translation as it is tied to the mouse wheel.
newPos.y = oPos.y + Translation.y;
} else {
newPos.y = newPos.y + Translation.y;
}
//Clamp height between terrain floor + camera offset and some max height C.
newPos.y = Mathf.Clamp(newPos.y,Terrain.activeTerrain.SampleHeight(oPos),MaxHeight);
this.transform.position = newPos;
//Reset translation values
Translation = new Vector3(0,0,0);
}
That doesn't contain all of my code but I think you get the gist.
Upvotes: 3