using UnityEngine; using UnityEngine.InputSystem; using UnityEngine.InputSystem.EnhancedTouch; namespace Unity.RenderStreaming.Samples { class SimpleCameraControllerV2 : 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); } } [Header("Movement Settings"), Tooltip("Movement Sensitivity Factor."), Range(0.001f, 1f), SerializeField] private float movementSensitivityFactor = 0.1f; [Tooltip("Exponential boost factor on translation, controllable by mouse wheel."), SerializeField] private float boost = 3.5f; [Tooltip("Time it takes to interpolate camera position 99% of the way to the target."), Range(0.001f, 1f), SerializeField] private float positionLerpTime = 0.2f; [Header("Rotation Settings"), Tooltip("X = Change in mouse position.\nY = Multiplicative factor for camera rotation."), SerializeField] private 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), SerializeField] private float rotationLerpTime = 0.01f; [Tooltip("Whether or not to invert our Y axis for mouse input to rotation."), SerializeField] private bool invertY; [SerializeField] InputReceiver playerInput; private readonly CameraState m_TargetCameraState = new CameraState(); private readonly CameraState m_InterpolatingCameraState = new CameraState(); private readonly CameraState m_InitialCameraState = new CameraState(); Vector2 inputMovement; Vector2 inputLook; Vector3? inputPosition; Quaternion? inputRotation; protected void Awake() { playerInput.onDeviceChange += OnDeviceChange; m_InitialCameraState.SetFromTransform(transform); // Need to set enable the flag to receive touch screen event from mobile devices. EnhancedTouchSupport.Enable(); } void OnDeviceChange(InputDevice device, InputDeviceChange change) { switch (change) { case InputDeviceChange.Added: { playerInput.PerformPairingWithDevice(device); return; } case InputDeviceChange.Removed: { playerInput.UnpairDevices(device); return; } } } private void OnEnable() { m_TargetCameraState.SetFromTransform(transform); m_InterpolatingCameraState.SetFromTransform(transform); } private void FixedUpdate() { // Tracked Device if(inputPosition.HasValue && inputRotation.HasValue) { transform.position = inputPosition.Value; transform.rotation = inputRotation.Value; return; } UpdateTargetCameraStateDirection(inputMovement); UpdateTargetCameraStateFromInput(inputLook); // 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); } private void UpdateTargetCameraStateDirection(Vector2 input) { if (!invertY) { input.y *= -1; } var translation = Vector3.right * input.x * movementSensitivityFactor; translation += Vector3.back * input.y * movementSensitivityFactor; translation *= Mathf.Pow(2.0f, boost); m_TargetCameraState.Translate(translation); } private void UpdateTargetCameraStateFromInput(Vector2 input) { if (!invertY) { input.y *= -1; } float mouseSensitivityFactor = mouseSensitivityCurve.Evaluate(input.magnitude); m_TargetCameraState.yaw += input.x * mouseSensitivityFactor; m_TargetCameraState.pitch += input.y * mouseSensitivityFactor; } public void OnControlsChanged() { } public void OnDeviceLost() { } public void OnDeviceRegained() { } public void OnMovement(InputAction.CallbackContext context) { inputMovement = context.ReadValue(); } public void OnLook(InputAction.CallbackContext context) { inputLook = context.ReadValue(); } public void OnResetCamera(InputAction.CallbackContext context) { m_InitialCameraState.UpdateTransform(transform); m_TargetCameraState.SetFromTransform(transform); m_InterpolatingCameraState.SetFromTransform(transform); } public void OnPosition(InputAction.CallbackContext context) { inputPosition = context.ReadValue(); } public void OnRotate(InputAction.CallbackContext context) { inputRotation = context.ReadValue(); } } }