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Feb 16th, 2019
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  1. Quaternion nNewRotation = Quaternion.Euler(_CameraDefaultPos.y, _Orbit_CurrentYaw, 0);
  2.  
  3. Vector3 vCurHero = new Vector3(_HeroPos.x, _HeroPos.y, _HeroPos.z);
  4. Vector3 negDistance = new Vector3(_CameraDefaultPos.x, fUpDownPosition, _CameraDefaultPos.z); //fUpDownPosition was calculated from "Mouse Y" earlier
  5.  
  6. Vector3 nNewPosition = nNewRotation * negDistance + vCurHero;
  7. Vector3 nNewRotationVector = new Vector3(_Orbit_CurrentPitch, nNewRotation.eulerAngles.y, nNewRotation.eulerAngles.z);
  8.  
  9. nNewRotation = Quaternion.Euler(nNewRotationVector);
  10.  
  11. _camera.transform.localRotation = nNewRotation;
  12. _camera.transform.localPosition = nNewPosition;
  13.  
  14. Vector3 vCurHero = new Vector3(_HeroPos.x, _HeroPos.y, _HeroPos.z + (_CameraDefaultPos.z - _camera.transform.localPosition.z));
  15. Vector3 negDistance = new Vector3(_CameraDefaultPos.x, fUpDownPosition, _CameraDefaultPos.z);
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