I'm trying to zoom in and out in my game with a zoom limit. I'm using this code to scroll and pinch but I didn't figure out how to limit the zoom distance (minzoomlimit and maxzoomlimit). I mean when the player wants to zoom in he can zoom for a certain distance and when he wants to zoom out he zoom for certain distance.
This is the code I'm using to scroll and pinch.
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class ScrollAndPinch : MonoBehaviour
{
#if UNITY_IOS || UNITY_ANDROID
public Camera Camera;
public bool Rotate;
protected Plane Plane;
public float perspectiveZoomSpeed = 0.5f; // The rate of change of the field of view in perspective mode.
public float orthoZoomSpeed = 0.5f;
public Transform Map;
float distance;
float MaxDistance = 37063.57f; /*= new Vector3(-3724.8f, 34576.9f, -4562.5f);*/
float MinDistance = 123302.2f; /*= new Vector3(-18149.0f, 180315.6f, -73023.5f);*/
private void Awake()
{
if (Camera == null)
Camera = Camera.main;
Input.multiTouchEnabled = true;
}
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);
//Debug.Log(zoom);
//edge case
if (zoom == 0 || zoom > 10)
return;
//Move cam amount the mid ray
// Camera.fieldOfView = Mathf.Clamp(Camera.fieldOfView, MinDistance, MaxDistance);
distance = Vector3.Distance(Camera.transform.position, Map.position);
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);
}
#endif
}
Any Help please thank you :D .
It is quite simple, all you have to do is add this piece of code in your update function;
void Update()
{
if(cam.fieldOfView < minimunDistance)
{
cam.fieldOfView = minimunDistance;
}
else
if(cam.fieldOfView > maxDistance)
{
cam.fieldOfView = maxDistance;
}
}
Alternatively, I have a script for Pinch and Zoom that should work in touch input devices and also with mouse scroll wheel;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class PinchAndZoom : MonoBehaviour
{
float MouseZoomSpeed = 15.0f;
float TouchZoomSpeed = 0.1f;
float ZoomMinBound = 0.1f;
float ZoomMaxBound = 179.9f;
Camera cam;
// Use this for initialization
void Start()
{
cam = GetComponent<Camera>();
}
void Update()
{
if (Input.touchSupported)
{
// Pinch to zoom
if (Input.touchCount == 2)
{
// get current touch positions
Touch tZero = Input.GetTouch(0);
Touch tOne = Input.GetTouch(1);
// get touch position from the previous frame
Vector2 tZeroPrevious = tZero.position - tZero.deltaPosition;
Vector2 tOnePrevious = tOne.position - tOne.deltaPosition;
float oldTouchDistance = Vector2.Distance (tZeroPrevious, tOnePrevious);
float currentTouchDistance = Vector2.Distance (tZero.position, tOne.position);
// get offset value
float deltaDistance = oldTouchDistance - currentTouchDistance;
Zoom (deltaDistance, TouchZoomSpeed);
}
}
else
{
float scroll = Input.GetAxis("Mouse ScrollWheel");
Zoom(scroll, MouseZoomSpeed);
}
if(cam.fieldOfView < ZoomMinBound)
{
cam.fieldOfView = 0.1f;
}
else
if(cam.fieldOfView > ZoomMaxBound )
{
cam.fieldOfView = 179.9f;
}
}
void Zoom(float deltaMagnitudeDiff, float speed)
{
cam.fieldOfView += deltaMagnitudeDiff * speed;
// set min and max value of Clamp function upon your requirement
cam.fieldOfView = Mathf.Clamp(cam.fieldOfView, ZoomMinBound, ZoomMaxBound);
}
}