I spin a globe like the hologlobe of XCOM,
I rotate it using Quaternion.RotateTowards (Quaternion from, Quaternion to, float maxDegreesDelta).
I found good value for money for
maxDegreesDelta, in my case it is
There is a limit on the distance or the distance at which the camera can be, suppose that closed is
1.0f and it is far
I want to be able to zoom in on the globe, but obviously when I do, it turns a little too fast.
When zoomed out, the rotation speed is satisfactory:
When zoomed in, rotation is too fast, making manipulation more difficult:
And the problem becomes even more evident as the size of the game view increases, that is, in full screen.
Mathf.InverseLerp, I tried to do
maxDegreesDelta and the mouse delta proportional to the distance from the camera, but that is hardly convincing.
Note: I rotate the globe, not the camera.
How can I make sure that the object rotates at the same speed on the screen, regardless of the distance or the distance from the camera?