A simple mouse orbit camera following the player.

In this tutorial we’ll create a schematic to control a camera following the player. The camera angle/orbit can be changed by holding the right mouse button and moving the mouse horizontally. Additionally, the camera can be zoomed using the scroll wheel.

You can download the finished schematic here – if the schematic is missing the script reference after importing it into your project, just select the MakinomSchematicAsset class in the missing script field.

Download Schematic

Input Keys

First, let’s take a look at the input keys we’ll be using. Open the Makinom editor and navigate to Base/Control > Input Keys.

We’ll need the mouse’s horizontal movement, the right mouse button and the scroll wheel – horizonal movement and scroll wheel will be coming from the Unity Input Manager, the default input setup in Unity contains the needed inputs (Mouse X and Mouse ScrollWheel).

If you don’t already have input keys like that in your project, add them and change the following settings.

Mouse X

  • Name
    Set to Mouse X.
  • Input Origin
    Select Unity Input Manager.
  • Input Name
    Set to Mouse X.
    This must match the name of the input in the Unity input manager.

Right Mouse Button

  • Name
    Set to Right Mouse Button.
  • Input Origin
    Select Mouse.
  • Mouse Button
    Set to 1.
  • Click Count
    Set to 1.
  • Input Handling
    Select Hold.

ScrollWheel

  • Name
    Set to ScrollWheel.
  • Input Origin
    Select Unity Input Manager.
  • Input Name
    Set to Mouse ScrollWheel.
  • Is Joypad Axis
    Enable this setting.
  • Input Handling
    Select Any.

That’s it for the input keys – click on Save Settings to save your changes.

Mouse Orbit Camera: Schematic

Now, we’ll create the schematic handling the camera control. The schematic will use some object variables that we’ll add to the camera to control the horizontal offset and zoom.

Navigate to Schematics, create a new schematic and change the following settings.

Mouse Orbit Camera

Input Key

Add > Input > Input Key

First, we’ll check if the right mouse button is held or the scroll wheel was used.

Click on Add Input Key to add a new input key check.

Input Key 0

  • Input Key
    Select Right Mouse Button.

Again, click on Add Input Key to add another check.

Input Key 1

  • Input Key
    Select ScrollWheel.

Change Variables

Add > Value > Variable > Change Variables

In case the right mouse button is held down, we’ll use this node to add the mouse movement to the horizontal offset (stored in the float object variable yOffset). Since the mouse movement alone is pretty slow, we’ll first store it in a local variable and multiply it by 10 before adding it to the offset.

This node is connected to the Right Mouse Button slot of the Input Key node.

Click on Add Variable to add a variable change.

Change Variable 0

  • Change Type
    Select Variable.
  • Variable Key
    Set to mouseChange.
  • Variable Origin
    Select Local.
  • Type
    Select Float.
  • Operator
    Select Set.
  • Float Value
    Select Input Key Axis and Mouse X.

Copy the previous variable change and change the following settings.

Change Variable 1

  • Operator
    Select Multiply.
  • Float Value
    Set to 10 (Value).

Click on Add Variable to add another variable change.

Change Variable 2

  • Change Type
    Select Variable.
  • Variable Key
    Set to yOffset.
  • Variable Origin
    Select Object.
  • Object
    Select Machine Object.
  • Type
    Select Float.
  • Operator
    Select Add.
  • Float Value
    Select Float Variable.
  • Variable Key
    Set to mouseChange.
  • Variable Origin
    Select Local.

Change Variables

Add > Value > Variable > Change Variables

In case the scroll wheel has been used, we’ll use this node to update the zoom target (float object variable we’ll use for smooth zooming).

This node is connected to the ScrollWheel slot of the Input Key node.

Click on Add Variable to add a variable change.

Change Variable 0

  • Change Type
    Select Variable.
  • Variable Key
    Set to zoomTarget.
  • Variable Origin
    Select Object.
  • Object
    Select Machine Object.
  • Type
    Select Float.
  • Operator
    Select Add.
  • Float Value
    Select Input Key Axis and ScrollWheel.

Float Clamp

Add > Value > Float > Float Clamp

After updating the zoom target, we’ll clamp it between 2 values to add minimum and maximum zoom the player can reach. To make things easy, we’ll just define values here – feel free to use variables to easily adjust the zoom limits (e.g. using local start variables).

Variable Settings

  • Variable Key
    Set to zoomTarget.
  • Variable Origin
    Select Object.
  • Object
    Select Machine Object.
  • Operator
    Select Set.

Value

  • Float Type
    Select Float Variable.
  • Variable Key
    Set to zoomTarget.
  • Variable Origin
    Select Object.
  • Object
    Select Machine Object.

Minimum Value

  • Minimum Value
    Set to 3 (Value).

Maximum Value

  • Maximum Value
    Set to 15 (Value).

Float Smooth Damp

Add > Value > Float > Float Smooth Damp

We’ll use this node for smooth zoom changes from the current zoom to the zoom target.

Since we’ll do this in any case, this node is connected to the Failed slot of the Input Key node and the Next slots of the Change Variables node (right mouse button) and Float Clamp node (scroll wheel).

Variable Settings

  • Variable Key
    Set to zoom.
  • Variable Origin
    Select Object.
  • Object
    Select Machine Object.
  • Operator
    Select Set.

Current Value

  • Float Type
    Select Float Variable.
  • Variable Key
    Set to zoom.
  • Variable Origin
    Select Object.
  • Object
    Select Machine Object.

Target Value

  • Float Type
    Select Float Variable.
  • Variable Key
    Set to zoomTarget.
  • Variable Origin
    Select Object.
  • Object
    Select Machine Object.

Smooth Time

  • Smooth Time
    Set to 0.3 (Value).

Smooth Follow

Add > Movement > Movement > Smooth Follow

We’ll use this node to update the camera’s position, using the horizontal offset (yOffset) and zoom.

Move Object

  • Object
    Select Machine Object.

Follow Object

  • Object
    Select Player.
  • Smooth Rotation
    Enable this setting.

Position Offset

  • Vector3 Type
    Select Set Axis.
  • X-Axis
    Set to 0 (Value).

As Y-Axis, we’ll use the zoom.

  • Float Type
    Select Float Variable.
  • Variable Key
    Set to zoom.
  • Variable Origin
    Select Object.
  • Object
    Select Machine Object.

As Z-Axis, we’ll use the negated zoom.

  • Float Type
    Select Float Variable.
  • Variable Key
    Set to zoom.
  • Variable Origin
    Select Object.
  • Object
    Select Machine Object.
  • Math Function
    Select Negate.

Y Rotation Offset

  • Follow Y Rotation
    Enable this setting.
  • Float Type
    Select Float Variable.
  • Variable Key
    Set to yOffset.
  • Variable Origin
    Select Object.
  • Object
    Select Machine Object.

Rotate To

Add > Movement > Rotation > Rotate To

We’ll use this node to let the camera look at the player. This will usually look at the feet of the player, but you can define a child object as target, e.g. the head or right shoulder.

Rotating Object

  • Object
    Select Machine Object.
  • Rotation Component
    Select Auto.

Rotation Target Settings

  • Rotation Target
    Select Game Object.
  • Object
    Select Player.

That’s it for the schematic – click on Save Schematic and save it e.g. as MouseOrbitCamera.

Camera Setup

Finally, we’ll need to add some components to the camera – the object variables component to store the used variables and a tick machine playing the schematic.

Select the camera’s game object in the scene.

Object Variables

Add an Object Variables component (e.g. using the component menu: Makinom > Scenes > Object Variables).

Change the following settings of the object variables component.

  • Local Variables
    Disable this setting.
  • Object ID
    Set to camera.

Click on Add Variable to add a new variable to the object variables.

  • Variable Key
    Set to yOffset.
  • Type
    Select float.
  • Operator
    Select Set.
  • Float Value
    Set to 0 (Value).

Copy the previous variable change and change the following settings.

  • Variable Key
    Set to zoom.
  • Float Value
    Set to 5 (Value).

Again, copy the last variable and change the following settings.

  • Variable Key
    Set to zoomTarget.

Tick Machine

Add a tick machine component to the camera (e.g. using the component menu: Makinom > Machines > Tick Machine) and change the following settings.

Start Settings

  • Late Update
    Enable this setting.

Machine Execution Settings

  • Asset Type
    Select Schematics.
  • Schematics Asset
    Select MouseOrbitCamera.
  • Execution Type
    Select Single.
  • Update Type
    Select Late Update.

And that’s it!