NWH Vehicle Physics 2
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    Camera Mouse Drag

    CameraMouseDrag inspector.

    Mouse-based camera with rotation, panning, zoom, and dynamic Forza-style features. Supports both first-person and third-person perspectives.

    Note: CameraMouseDrag is part of NWH Common. For full camera system documentation, setup examples, and advanced configurations, see NWH Common - Camera System.

    Setup

    • Attach to any Camera GameObject
    • Assign Target (optional - auto-finds vehicle if empty)
    • Configure POV Type: FirstPerson or ThirdPerson

    Controls

    • Left Mouse Button (LMB): Rotate camera (hold and drag)
    • Middle Mouse Button (MMB): Zoom (third-person only)
    • Right Mouse Button (RMB): Pan camera

    Key Features

    POV Settings

    • POV Type: FirstPerson (inverted controls, no zoom) or ThirdPerson
    • Allow Rotation: Enable/disable manual rotation
    • Allow Panning: Enable/disable panning

    Distance & Position (Third-Person)

    • Distance: Base distance from target (min/max clamping)
    • Zoom Sensitivity: Mouse wheel sensitivity
    • Target Position Offset: Look-at point offset from target center

    Rotation

    • Follow Target Pitch/Yaw: Rotate camera with vehicle X/Y axis
    • Follow Target Roll: Rotate camera with vehicle Z axis (banking)
    • Rotation Sensitivity: Input sensitivity (X/Y)
    • Vertical Angle Limits: Clamp vertical rotation (min/max)
    • Init Rotation: Initial X/Y rotation on start
    • Rotation Smoothing: Damping for smooth transitions

    Third-Person Dynamics

    Auto-Centering: Camera returns behind vehicle after rotation stops

    • Delay before centering starts
    • Speed of centering
    • Minimum vehicle speed required

    Speed-Based FOV: Field of view widens at high speeds

    • Base FOV (stationary)
    • Max FOV (at speed)
    • Speed range for transition

    Speed-Based Distance: Camera pulls back at higher speeds

    • Distance multiplier per m/s
    • Maximum additional distance

    Speed-Based Height: Camera rises at higher speeds

    • Height multiplier per m/s
    • Maximum additional height

    Look-Ahead: Camera anticipates turns based on angular/lateral velocity

    • Intensity (max yaw offset)
    • Smoothing for transitions

    Camera Shake

    Acceleration-based movement for realism:

    • Max Offset: Maximum shake displacement
    • Intensity: Shake magnitude per G-force
    • Smoothing: Damping for shake transitions
    • Axis Intensity: Per-axis shake multipliers (X/Y/Z)
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