Sunday, July 7, 2013

Unity Tutorial Touch Pinch Zoom


Check out the finished code below the videos
  • 0:45 - Scene explaination and script planning
  • 1:45 - Starting the script, setting up variables and our function
  • 3:07 - Explaination of Euler Angles in Unity
  • 4:18 - Calculating our camera's pitch and yaw rotations
  • 5:58 - Working Demonstration in game
  • 6:30 - Invert look option
  • 7:55 - Limiting the up and down look rotation with Mathf.Clamp
  • 9:05 - Demonstration of clamped rotation
  • 9:25 - Using our script to rotate any game object
  • 10:05 - Setting up a Touchpad area on screen to limit the area you can use to rotate the camera
  • 13:13 - Outro - Describing Part 2 of our FPS controller where we'll make a joystick to control the player movement
Support Further Tutorial Development
Comments?
Check out the videos above to hear the explanation and see the code in action
/*/
* Script by Devin Curry
* www.Devination.com
* www.youtube.com/user/curryboy001
* Please like and subscribe if you found my tutorials helpful :D
* Google+ Community: https://plus.google.com/communities/108584850180626452949
* Twitter: https://twitter.com/Devination3D
* Facebook Page: https://www.facebook.com/unity3Dtutorialsbydevin
/*/
using UnityEngine;
using System.Collections;

public class PinchZoom : TouchLogicV2//NOTE: This script has been updated to V2 after video recording
{
 public float zoomSpeed = 5.0f;
 //buckets for caching our touch positions
 private Vector2 currTouch1 = Vector2.zero,
 lastTouch1 = Vector2.zero,
 currTouch2 = Vector2.zero,
 lastTouch2 = Vector2.zero;
 //used for holding our distances and calculating our zoomFactor
 private float currDist = 0.0f,
 lastDist = 0.0f,
 zoomFactor = 0.0f;
 public override void OnTouchMovedAnywhere()
 {
  Zoom();
 }
 public override void OnTouchStayedAnywhere()
 {
  Zoom();
 }
 //find distance between the 2 touches 1 frame before & current frame
 //if the delta distance increased, zoom in, if delta distance decreased, zoom out
 void Zoom()
 {
  //Caches touch positions for each finger
  switch(TouchLogicV2.currTouch)
  {
  case 0://first touch
   currTouch1 = Input.GetTouch(0).position;
   lastTouch1 = currTouch1 - Input.GetTouch(0).deltaPosition;
   break;
  case 1://second touch
   currTouch2 = Input.GetTouch(1).position;
   lastTouch2 = currTouch2 - Input.GetTouch(1).deltaPosition;
   break;
  }
  //finds the distance between your moved touches
  //we dont want to find the distance between 1 finger and nothing
  if(TouchLogicV2.currTouch >= 1)
  {
   currDist = Vector2.Distance(currTouch1, currTouch2);
   lastDist = Vector2.Distance(lastTouch1, lastTouch2);
  }
  else
  {
   currDist = 0.0f;
   lastDist = 0.0f;
  }
  //Calculate the zoom magnitude
  zoomFactor = Mathf.Clamp(lastDist - currDist, -30.0f, 30.0f);
  //apply zoom to our camera
  Camera.main.transform.Translate(Vector3.forward * zoomFactor * zoomSpeed * Time.deltaTime);
 }
}