using UnityEngine; class ScrollAndPinch : MonoBehaviour { #if UNITY_IOS || UNITY_ANDROID public Camera Camera; public bool Rotate; protected Plane Plane; public float DecreaseCameraPanSpeed = 1; //Default speed is 1 public float CameraUpperHeightBound; //Zoom out public float CameraLowerHeightBound; //Zoom in private Vector3 cameraStartPosition; private void Awake() { if (Camera == null) Camera = Camera.main; cameraStartPosition = Camera.transform.position; } private void Update() { //Update Plane if (Input.touchCount >= 1) Plane.SetNormalAndPosition(transform.up, transform.position); var Delta1 = Vector3.zero; var Delta2 = Vector3.zero; //Scroll (Pan function) if (Input.touchCount >= 1) { //Get distance camera should travel Delta1 = PlanePositionDelta(Input.GetTouch(0))/DecreaseCameraPanSpeed; if (Input.GetTouch(0).phase == TouchPhase.Moved) Camera.transform.Translate(Delta1, Space.World); } //Pinch (Zoom Function) 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); //edge case if (zoom == 0 || zoom > 10) return; //Move cam amount the mid ray Vector3 camPositionBeforeAdjustment = Camera.transform.position; Camera.transform.position = Vector3.LerpUnclamped(pos1, Camera.transform.position, 1 / zoom); //Restricts zoom height //Upper (ZoomOut) if (Camera.transform.position.y > (cameraStartPosition.y + CameraUpperHeightBound)) { Camera.transform.position = camPositionBeforeAdjustment; } //Lower (Zoom in) if (Camera.transform.position.y < (cameraStartPosition.y - CameraLowerHeightBound) || Camera.transform.position.y <= 1) { Camera.transform.position = camPositionBeforeAdjustment; } //Rotation Function if (Rotate && pos2b != pos2) Camera.transform.RotateAround(pos1, Plane.normal, Vector3.SignedAngle(pos2 - pos1, pos2b - pos1b, Plane.normal)); } } //Returns the point between first and final finger position 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 }