Hello so i have a problem my camera is really sanping and i want it to zoom in and out smooth i looked at videos and forums but i dont know how can i get help this is the code for all the camera its for a rts game and all it does for now is you can zoom in out move the camera with your mouse being on the edges on the screen.
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class RtsCamera : MonoBehaviour {
public float scrollZone = 16;
public float scrollSpeed = 5;
public float zoomSensitivy = 15.0f;
public float xMax = 8;
public float xMin = 0;
public float yMax = 8;
public float yMin = 0;
public float zMax = 8;
public float zMin = 0;
private Vector3 desiredPosition;
private void Start()
{
desiredPosition = transform.position;
}
// Update is called once per frame
void Update () {
float x = 0, y = 0, z = 0;
float speed = scrollZone * Time.deltaTime;
if (Input.mousePosition.x < scrollZone)
x -= speed;
else if (Input.mousePosition.x > Screen.width - scrollZone)
x += speed;
if (Input.mousePosition.y < scrollZone)
z -= speed;
else if (Input.mousePosition.y > Screen.height - scrollZone)
z += speed;
y += Input.GetAxis("Mouse ScrollWheel")* zoomSensitivy;
Vector3 move = new Vector3(x,y,z) + transform.position;
move.x = Mathf.Clamp(move.x ,xMin ,xMax);
move.y = Mathf.Clamp(move.y ,yMin ,yMax);
move.z = Mathf.Clamp(move.z ,zMin ,zMax);
desiredPosition = move;
transform.position = Vector3.Lerp(transform.position, desiredPosition, 0.2f);
}
}
Related
I have GameObject with Scroll Rect and Rect Mask in my canvas and there is an image in it. I want to zoom in and zoom out of that image. However I don't want to scale Main Camera because there will be other objects in the screen that I don't want to zoom. I searched it but all the tutorials are doing that by scaling Main Camera.
This video is exactly what I want but it doesn't work in android. https://www.youtube.com/watch?v=BFX3FpUnoio&ab_channel=JasonWeimann
This is the script in that video which is added to "image". I tried to modify it but I messed it up. How can I make it work in mobile?
using UnityEngine;
using UnityEngine.EventSystems;
public class UIZoomImage : MonoBehaviour, IScrollHandler
{
private Vector3 initialScale;
[SerializeField]
private float zoomSpeed = 0.1f;
[SerializeField]
private float maxZoom = 10f;
private void Awake()
{
initialScale = transform.localScale;
}
public void OnScroll(PointerEventData eventData)
{
var delta = Vector3.one * (eventData.scrollDelta.y * zoomSpeed);
var desiredScale = transform.localScale + delta;
desiredScale = ClampDesiredScale(desiredScale);
transform.localScale = desiredScale;
}
private Vector3 ClampDesiredScale(Vector3 desiredScale)
{
desiredScale = Vector3.Max(initialScale, desiredScale);
desiredScale = Vector3.Min(initialScale * maxZoom, desiredScale);
return desiredScale;
}
}
-------UPDATE---------
I found this in Unity forum: https://answers.unity.com/questions/1280592/pinch-and-zoom-functionality-on-canvas-ui-images.html
It almost works but I need to pinch the screen 2-3 to zoom in or zoom out. On first touch nothing happens. It's so annoying. I tried to change _minZoom, _maxZoom, speed and sensitivity values but didn't work.
This is the script there:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class PinchableScrollRect : ScrollRect
{
[SerializeField] float _minZoom = .1f;
[SerializeField] float _maxZoom = 10;
[SerializeField] float _zoomLerpSpeed = 10f;
float _currentZoom = 1;
bool _isPinching = false;
float _startPinchDist;
float _startPinchZoom;
Vector2 _startPinchCenterPosition;
Vector2 _startPinchScreenPosition;
float _mouseWheelSensitivity = 1;
bool blockPan = false;
protected override void Awake()
{
Input.multiTouchEnabled = true;
}
private void Update()
{
if (Input.touchCount == 2)
{
if (!_isPinching)
{
_isPinching = true;
OnPinchStart();
}
OnPinch();
}
else
{
_isPinching = false;
if (Input.touchCount == 0)
{
blockPan = false;
}
}
//pc input
float scrollWheelInput = Input.GetAxis("Mouse ScrollWheel");
if (Mathf.Abs(scrollWheelInput) > float.Epsilon)
{
_currentZoom *= 1 + scrollWheelInput * _mouseWheelSensitivity;
_currentZoom = Mathf.Clamp(_currentZoom, _minZoom, _maxZoom);
_startPinchScreenPosition = (Vector2)Input.mousePosition;
RectTransformUtility.ScreenPointToLocalPointInRectangle(content, _startPinchScreenPosition, null, out _startPinchCenterPosition);
Vector2 pivotPosition = new Vector3(content.pivot.x * content.rect.size.x, content.pivot.y * content.rect.size.y);
Vector2 posFromBottomLeft = pivotPosition + _startPinchCenterPosition;
SetPivot(content, new Vector2(posFromBottomLeft.x / content.rect.width, posFromBottomLeft.y / content.rect.height));
}
//pc input end
if (Mathf.Abs(content.localScale.x - _currentZoom) > 0.001f)
content.localScale = Vector3.Lerp(content.localScale, Vector3.one * _currentZoom, _zoomLerpSpeed * Time.deltaTime);
}
protected override void SetContentAnchoredPosition(Vector2 position)
{
if (_isPinching || blockPan) return;
base.SetContentAnchoredPosition(position);
}
void OnPinchStart()
{
Vector2 pos1 = Input.touches[0].position;
Vector2 pos2 = Input.touches[1].position;
_startPinchDist = Distance(pos1, pos2) * content.localScale.x;
_startPinchZoom = _currentZoom;
_startPinchScreenPosition = (pos1 + pos2) / 2;
RectTransformUtility.ScreenPointToLocalPointInRectangle(content, _startPinchScreenPosition, null, out _startPinchCenterPosition);
Vector2 pivotPosition = new Vector3(content.pivot.x * content.rect.size.x, content.pivot.y * content.rect.size.y);
Vector2 posFromBottomLeft = pivotPosition + _startPinchCenterPosition;
SetPivot(content, new Vector2(posFromBottomLeft.x / content.rect.width, posFromBottomLeft.y / content.rect.height));
blockPan = true;
}
void OnPinch()
{
float currentPinchDist = Distance(Input.touches[0].position, Input.touches[1].position) * content.localScale.x;
_currentZoom = (currentPinchDist / _startPinchDist) * _startPinchZoom;
_currentZoom = Mathf.Clamp(_currentZoom, _minZoom, _maxZoom);
}
float Distance(Vector2 pos1, Vector2 pos2)
{
RectTransformUtility.ScreenPointToLocalPointInRectangle(content, pos1, null, out pos1);
RectTransformUtility.ScreenPointToLocalPointInRectangle(content, pos2, null, out pos2);
return Vector2.Distance(pos1, pos2);
}
static void SetPivot(RectTransform rectTransform, Vector2 pivot)
{
if (rectTransform == null) return;
Vector2 size = rectTransform.rect.size;
Vector2 deltaPivot = rectTransform.pivot - pivot;
Vector3 deltaPosition = new Vector3(deltaPivot.x * size.x, deltaPivot.y * size.y) * rectTransform.localScale.x;
rectTransform.pivot = pivot;
rectTransform.localPosition -= deltaPosition;
}
}
This script does the trick if the camera projection is set to ortho. From this
source.
using UnityEngine;
public class Zoom : MonoBehaviour {
public float zoomSpeed = 1;
public float targetOrtho;
public float smoothSpeed = 2.0f;
public float minOrtho = 1.0f;
public float maxOrtho = 20.0f;
void Start() {
targetOrtho = Camera.main.orthographicSize;
}
void Update () {
float scroll = Input.GetAxis ("Mouse ScrollWheel");
if (scroll != 0.0f) {
targetOrtho -= scroll * zoomSpeed;
targetOrtho = Mathf.Clamp (targetOrtho, minOrtho, maxOrtho);
}
Camera.main.orthographicSize = Mathf.MoveTowards (Camera.main.orthographicSize, targetOrtho, smoothSpeed * Time.deltaTime);
}
}
Why don't you scale the Image?!
I have a code to make a cube move back and forth within a certain range of it's original placed position.
The script is directly on the cube and it does move, but around 0,0,0 coordinates, not it's original position.
Here is my code:
using UnityEngine;
public class ObstacleResonator : MonoBehaviour
{
public float xspeed = 0f;
public float yspeed = 0f;
public float zspeed = 0f;
public float xrange = 0f;
public float yrange = 0f;
public float zrange = 0f;
float StartX;
float StartY;
float StartZ;
Vector3 desiredPosition;
void Start()
{
// this is what i think is the problem, the variables are not getting assigned
float StartX = transform.position.x;
float StartY = transform.position.y;
float StartZ = transform.position.z;
}
// Update is called once per frame
void Update()
{
// the following is to make it reverse once it is out of range in any of the axes
if (transform.position.x > xrange + StartX)
{
xspeed = -xspeed;
}
if (transform.position.x < -xrange + StartX)
{
xspeed = -xspeed;
}
if (transform.position.y > yrange + StartY)
{
yspeed = -yspeed;
}
if (transform.position.y < -yrange + StartY)
{
yspeed = -yspeed;
}
if (transform.position.z > zrange + StartZ)
{
zspeed = -zspeed;
}
if (transform.position.z < -zrange + StartZ)
{
zspeed = -zspeed;
}
// the following actually moves the cube
desiredPosition.x = transform.position.x + xspeed * Time.deltaTime;
desiredPosition.y = transform.position.y + yspeed * Time.deltaTime;
desiredPosition.z = transform.position.z + zspeed * Time.deltaTime;
transform.position = desiredPosition;
}
}
There probably is a more compact way to write it.
The cube is moving around 0,0,0 instead of it's original transform position. I tried assigning the StartX, StartY, StartZ values manually, and it worked perfectly, but they just dont seem to get assigned by on the start.
The problem is that you declare NEW variables within the Start() function, they go out of scope as soon as the function is executed. You don't update the class variables.
Use this instead:
void Start()
{
StartX = transform.position.x;
StartY = transform.position.y;
StartZ = transform.position.z;
}
I am struggling to use Lerp to smooth out my camera zoom. The following code is a snippet of what I have written to zoom the camera in and out. I know that I should be making the Lerp during
transform.position = cameraTarget.position - (transform.rotation * Vector3.forward * distance);
within the LateUpdate function but I cant for the life of me figure out where I am going wrong!
public class CameraController : MonoBehaviour
{
[SerializeField] private Transform cameraTarget;
[SerializeField] private Transform cameraMain;
[Header("Distance from camera to target")]
public float minDistance = 6;
public float maxDistance = 20;
public float distance = 20;
[Header("Zoom and scroll variables")]
public KeyCode scrollButton = KeyCode.Mouse2;
[Range(0.5f, 1.5f)] public float zoomSpeed = 1;
[Range(0.5f, 1.5f)] public float rotationSpeed = 1;
public float xMinAngle = 25;
public float xMaxAngle = 80;
void LateUpdate()
{
if (!cameraTarget) return;
CameraZoom();
transform.position = cameraTarget.position - (transform.rotation * Vector3.forward * distance);
}
private void CameraZoom()
{
//Add a lerp function to smooth the zoom
float step = GetAxisRawScrollUniversal() * zoomSpeed;
distance = Mathf.Clamp(distance - step, minDistance, maxDistance);
}
public static float GetAxisRawScrollUniversal()
{
float scroll = Input.GetAxisRaw("Mouse ScrollWheel");
if (scroll < 0) return -1;
if (scroll > 0) return 1;
return 0;
}
}
Define a zoomLerpFactor field, then use Vector3.Lerp to go from the current position towards the position you would have set to transform.position.
[Range(0f, 1f)] public float zoomLerpFactor = 0.3f;
...
Vector3 goalPosition = cameraTarget.position
- (transform.rotation * Vector3.forward * distance);
transform.position = Vector3.Lerp(transform.position, goalPosition, zoomLerpFactor);
Just be aware, using Lerp alone may not guarantee that the position equals the goalPosition. So, you may want to just set the transform.position = goalPosition; if it's "close enough".
I can use W S A D or arrow keys to turn the ship. But when i press on Z the ship fast moving up. When i press on X it will stop the ship on place.
I can't figure out how to make the ship move forward.
But nothing make the ship move forward.
I used a break point and i see in Start in the SpacecraftControl script on the line:
Debug.Log("Transform forward is : " + transform.forward);
Whem i put the mouse cursor on the forward of transform i see: 0.0,1.0,0.0
And inside the forward i see: x = 0 y = 0 and z = -1.192093E-07
Here is a small short video clip i recorded now showing what happen when running the game and then pressing on Z.
Please watch all the video the the Z pressing is start from second 14.
Video Clip
In my ship inspector i have: Transform, Local Rotation, Mesh Filter, Mesh Renderer, Animator, RigidBody > Gravity unchecked, Mesh Collider > Convex is checked and the scripts: Spacecraft Control and UserInput.
Then in the menu i went to: Edit > Project Settings > Input
In Input i addeed a new place one size to 19. And called the new Axes: Throttle
And the scripts first the SpacecraftControl:
using UnityEngine;
using System.Collections;
[RequireComponent(typeof(Rigidbody))]
public class SpacecraftControl : MonoBehaviour
{
public float MaxEnginePower = 40f;
public float RollEffect = 50f;
public float PitchEffect = 50f;
public float YawEffect = 0.2f;
public float BankedTurnEffect = 0.5f;
public float AutoTurnPitch = 0.5f;
public float AutoRollLevel = 0.1f;
public float AutoPitchLevel = 0.1f;
public float AirBreaksEffect = 3f;
public float ThrottleChangeSpeed = 0.3f;
public float DragIncreaseFactor = 0.001f;
private float Throttle;
private bool AirBrakes;
private float ForwardSpeed;
private float EnginePower;
private float cur_MaxEnginePower;
private float RollAngle;
private float PitchAngle;
private float RollInput;
private float PitchInput;
private float YawInput;
private float ThrottleInput;
private float OriginalDrag;
private float OriginalAngularDrag;
private float AeroFactor = 1;
private bool Immobolized = false;
private float BankedTurnAmount;
private Rigidbody _rigidbody;
Collider[] cols;
void Start()
{
_rigidbody = GetComponent<Rigidbody> ();
OriginalDrag = _rigidbody.drag;
OriginalAngularDrag = _rigidbody.angularDrag;
for (int i = 0; i < transform.childCount; i++)
{
foreach (var componentsInChild in transform.GetChild(i).GetComponentsInChildren<WheelCollider>())
{
componentsInChild.motorTorque = 0.18f;
}
}
Debug.Log("Transform forward is : " + transform.forward);
}
public void Move(float rollInput, float pitchInput, float yawInput, float throttleInput, bool airBrakes)
{
this.RollInput = rollInput;
this.PitchInput = pitchInput;
this.YawInput = yawInput;
this.ThrottleInput = throttleInput;
this.AirBrakes = airBrakes;
ClampInput ();
CalculateRollandPitchAngles ();
AutoLevel ();
CalculateForwardSpeed ();
ControlThrottle ();
CalculateDrag ();
CalculateLinearForces ();
CalculateTorque ();
if (Throttle < 0.1f)
{
Vector3 currentVelocity = _rigidbody.velocity;
Vector3 newVelocity = currentVelocity * Time.deltaTime;
_rigidbody.velocity = currentVelocity - newVelocity;
}
}
void ClampInput()
{
RollInput = Mathf.Clamp (RollInput, -1, 1);
PitchInput = Mathf.Clamp (PitchInput, -1, 1);
YawInput = Mathf.Clamp (YawInput, -1, 1);
ThrottleInput = Mathf.Clamp (ThrottleInput, -1, 1);
}
void CalculateRollandPitchAngles()
{
Vector3 flatForward = transform.forward;
flatForward.y = 0;
if (flatForward.sqrMagnitude > 0)
{
flatForward.Normalize ();
Vector3 localFlatForward = transform.InverseTransformDirection (flatForward);
PitchAngle = Mathf.Atan2 (localFlatForward.y, localFlatForward.z);
Vector3 flatRight = Vector3.Cross (Vector3.up, flatForward);
Vector3 localFlatRight = transform.InverseTransformDirection (flatRight);
RollAngle = Mathf.Atan2 (localFlatRight.y, localFlatRight.x);
}
}
void AutoLevel()
{
BankedTurnAmount = Mathf.Sin (RollAngle);
if (RollInput == 0)
{
RollInput = -RollAngle * AutoRollLevel;
}
if (PitchInput == 0f)
{
PitchInput = -PitchAngle * AutoPitchLevel;
PitchInput -= Mathf.Abs (BankedTurnAmount * BankedTurnAmount * AutoTurnPitch);
}
}
void CalculateForwardSpeed()
{
Vector3 localVelocity = transform.InverseTransformDirection (_rigidbody.velocity);
ForwardSpeed = Mathf.Max (0, localVelocity.z);
}
void ControlThrottle()
{
if (Immobolized)
{
ThrottleInput = -0.5f;
}
Throttle = Mathf.Clamp01 (Throttle + ThrottleInput * Time.deltaTime * ThrottleChangeSpeed);
EnginePower = Throttle * MaxEnginePower;
}
void CalculateDrag()
{
float extraDrag = _rigidbody.velocity.magnitude * DragIncreaseFactor;
//_rigidbody.drag = (AirBrakes ? (OriginalDrag + ) * AirBreaksEffect : OriginalDrag * extraDrag);
_rigidbody.drag = AirBrakes ? (OriginalDrag * AirBreaksEffect) : OriginalDrag;
_rigidbody.drag *= extraDrag;
_rigidbody.angularDrag = OriginalAngularDrag * ForwardSpeed / 1000 + OriginalAngularDrag;
}
void CalculateLinearForces()
{
Vector3 forces = Vector3.zero;
forces += EnginePower * transform.forward;
_rigidbody.AddForce (forces);
}
void CalculateTorque()
{
Vector3 torque = Vector3.zero;
torque += PitchInput * PitchEffect * transform.right;
torque += YawInput * YawEffect * transform.up;
torque += -RollInput * RollEffect * transform.forward;
torque += BankedTurnAmount * BankedTurnEffect * transform.up;
_rigidbody.AddTorque (torque * AeroFactor);
}
public void Immobilize()
{
Immobolized = true;
}
public void Reset()
{
Immobolized = false;
}
}
And the UserInput script:
using UnityEngine;
using System.Collections;
public class UserInput : MonoBehaviour {
SpacecraftControl _spacecraftcontrol;
// Use this for initialization
void Start ()
{
_spacecraftcontrol = GetComponent<SpacecraftControl> ();
}
void FixedUpdate()
{
float roll = Input.GetAxis ("Horizontal");
float pitch = Input.GetAxis ("Vertical");
bool airBrakes = Input.GetButton ("Fire1");
float throttle = Input.GetAxis ("Throttle");
_spacecraftcontrol.Move (roll, pitch, 0, throttle, airBrakes);
}
}
I am trying to make a 3d viewing simulation in Unity 4 where the user can select an object and move their mouse to rotate around it (360 degrees) I have taken many shots to try get it to work, but I fail each time, any help will be appreciated and if it is written in C# that would be great! (But it doesn't have to)
Thanks in advance!
This is a different and interesting way :) (I use it)
(Here, the cube is the target)
1) Create sphere - Name: "Camera Orbit" - Add material: Transparent (Alpha = 0) - As scale as you want - Rotation: (0,0,0.1f)
2) Add the camera as a "child" to Camera Orbit's surface. Position = (0,"y = camera orbit scale",0)
Rotation = (90,0,0)
3) Create empty GameObject - Name: Input Control.
InputControl.cs:
public class InputControl : MonoBehaviour
{
public GameObject cameraOrbit;
public float rotateSpeed = 8f;
void Update()
{
if (Input.GetMouseButton(0))
{
float h = rotateSpeed * Input.GetAxis("Mouse X");
float v = rotateSpeed * Input.GetAxis("Mouse Y");
if (cameraOrbit.transform.eulerAngles.z + v <= 0.1f || cameraOrbit.transform.eulerAngles.z + v >= 179.9f)
v = 0;
cameraOrbit.transform.eulerAngles = new Vector3(cameraOrbit.transform.eulerAngles.x, cameraOrbit.transform.eulerAngles.y + h, cameraOrbit.transform.eulerAngles.z + v);
}
float scrollFactor = Input.GetAxis("Mouse ScrollWheel");
if (scrollFactor != 0)
{
cameraOrbit.transform.localScale = cameraOrbit.transform.localScale * (1f - scrollFactor);
}
}
}
CameraController.cs:
public class CameraController : MonoBehaviour
{
public Transform cameraOrbit;
public Transform target;
void Start()
{
cameraOrbit.position = target.position;
}
void Update()
{
transform.rotation = Quaternion.Euler(transform.rotation.x, transform.rotation.y, 0);
transform.LookAt(target.position);
}
}
4) Add CameraController.cs to Camera.
5) Add InputControl.cs to Input Control.
6) Set public variables in scripts. ("Camera Orbit" and "Target")
That's all. Mouse click and drag: Rotate - Mouse whell: Zoom in-out.
ps. If you want, you can change target as runtime.
The MouseOrbit script do that:
http://wiki.unity3d.com/index.php?title=MouseOrbitImproved#Code_C.23
Just attach this script into your Camera Object, and link the target object in inspector.
-- Use this for the Mouse Press down and drag
-- I modified the code here: http://wiki.unity3d.com/index.php?title=MouseOrbitImproved#Code_C.23
public Transform target;
public float distance = 5.0f;
public float xSpeed = 120.0f;
public float ySpeed = 120.0f;
public float yMinLimit = -20f;
public float yMaxLimit = 80f;
public float distanceMin = .5f;
public float distanceMax = 15f;
private Rigidbody rigidbody;
float x = 0.0f;
float y = 0.0f;
float mouseX = 0f;
float mouseY = 0f;
// Use this for initialization
void Start()
{
Vector3 angles = transform.eulerAngles;
x = angles.y;
y = angles.x;
rigidbody = GetComponent<Rigidbody>();
// Make the rigid body not change rotation
if (rigidbody != null)
{
rigidbody.freezeRotation = true;
}
}
void LateUpdate()
{
if (target)
{
GetMouseButtonDown_XY();
x += mouseX * xSpeed * distance * 0.02f;
y -= mouseY * ySpeed * 0.02f;
y = ClampAngle(y, yMinLimit, yMaxLimit);
Quaternion rotation = Quaternion.Euler(y, x, 0);
distance = Mathf.Clamp(distance - Input.GetAxis("Mouse ScrollWheel") * 5, distanceMin, distanceMax);
RaycastHit hit;
if (Physics.Linecast(target.position, transform.position, out hit))
{
distance -= hit.distance;
}
Vector3 negDistance = new Vector3(0.0f, 0.0f, -distance);
Vector3 position = rotation * negDistance + target.position;
transform.rotation = rotation;
transform.position = position;
}
}
public static float ClampAngle(float angle, float min, float max)
{
if (angle < -360F)
angle += 360F;
if (angle > 360F)
angle -= 360F;
return Mathf.Clamp(angle, min, max);
}
Vector3 mousePosPrev;
void GetMouseButtonDown_XY()
{
if (Input.GetMouseButtonDown(0))
{
mousePosPrev = Camera.main.ScreenToViewportPoint(Input.mousePosition);
}
if (Input.GetMouseButton(0))
{
Vector3 newMousePos = Camera.main.ScreenToViewportPoint(Input.mousePosition);
if (newMousePos.x < mousePosPrev.x)
{
mouseX = -1;
} else if (newMousePos.x > mousePosPrev.x)
{
mouseX = 1;
} else
{
mouseX = -0;
}
if (newMousePos.y < mousePosPrev.y)
{
mouseY = -1;
}
else if (newMousePos.y > mousePosPrev.y)
{
mouseY = 1;
}
else
{
mouseY = -0;
}
mousePosPrev = Camera.main.ScreenToViewportPoint(Input.mousePosition);
}
}
This is perfect. The only change I made is to add a script to the Camera Orbit:
public class FollowPlayer : MonoBehaviour {
public GameObject player;
private Vector3 playerPos;
// Update is called once per frame
void Update () {
if (this.transform.localScale.x <= 1)
{
this.transform.localScale = new Vector3(1, 1, 1);
}
if (this.transform.localScale.x >= 15)
{
this.transform.localScale = new Vector3(15, 15, 15);
}
playerPos = player.transform.position;
this.transform.position = playerPos;
}
}
Then attach your "player" object to the Input Control, and the input control will go where ever the player does, allowing you to track the player, as well as rotate and mouse wheel zoom. Fancy.
The localScale if statements means you can only zoom in and out so far.
The only problem with this script now is that if you zoom out to 15 and then keep trying to zoom out, the camera bounces. I'm sure that's an easy fix, though, I just haven't put the time in yet.
You don't need the CameraController at all, just set the camera's z rotation to -90.