A while ago, I wrote this article about a simple implementation of an Arcball camera in C++. In it, I described how that could get done without using Quaternions, spherical coordinates, or a lookAt function. Anyway, just out of curiosity, I decided to create a minimal implementation of an orbiting arcball camera in C# using spherical coordinates.
Continue reading How to program an arcball (orbiting) camera in Unity using spherical coordinatesHow to program an arcball (orbiting) camera in Unity using spherical coordinates
