Topic: Horizon camera tilt bug???

When on a certain zoom (usually 18 to 20), when you tilt the camera this happens.

Video Link

Is there anyway to fix this?

Re: Horizon camera tilt bug???

Hello.

It looks like you're having some kind of problem with the horizon shader.
Please show a screenshot of your Horizon script.

Kind Regards,
Infinity Code Team.

Boost your productivity a lot and immediately using Ultimate Editor Enhancer. Trial and non-commerce versions available.

3 (edited by moonflow123 2022-09-20 01:47:41)

Re: Horizon camera tilt bug???

Alex Vertax wrote:

Hello.

It looks like you're having some kind of problem with the horizon shader.
Please show a screenshot of your Horizon script.

Here's the Horizon script

screenshot

using System;
using System.Text;
using UnityEngine;

public class Horizon2_OM3 : MonoBehaviour
{
    /// <summary>
    /// Mapbox Access Token for elevations.
    /// Leave blank if you do not want to use elevations.
    /// </summary>
    [Tooltip("Mapbox Access Token for elevations.\nLeave blank if you do not want to use elevations.")]
    public string mapboxKey;

    /// <summary>
    /// Number of tiles horizontally (X axis).
    /// </summary>
    [Tooltip("Number of tiles horizontally (X axis).")]
    public int countX = 3;

    /// <summary>
    /// Number of tiles vertically (Z axis).
    /// </summary>
    [Tooltip("Number of tiles vertically (Z axis).")]
    public int countY = 3;

    /// <summary>
    /// Offset of the horizon mesh along the y-axis relative to the map. Keep it negative.
    /// </summary>
    [Tooltip("Offset of the horizon mesh along the y-axis relative to the map. Keep it negative.")]
    public float positionYOffset = -5;

    /// <summary>
    /// Offset zoom of tiles relative to map.zoom. Keep positive.
    /// </summary>
    [Tooltip("Offset zoom of tiles relative to map.zoom. Keep positive.")]
    public int zoomOffset = 3;

    /// <summary>
    /// Shader of the tiles mesh.
    /// </summary>
    [Tooltip("Shader of the tiles mesh.")]
    public Shader shader;

    /// <summary>
    /// Offset of the render queue relative to render queue of the shader.
    /// </summary>
    [Tooltip("Offset of the render queue relative to render queue of the shader.")]
    public int renderQueueOffset = 100;

    /// <summary>
    /// Tile resolution.
    /// </summary>
    [Tooltip("Tile resolution.")]
    public int resolution = 32;

    private OnlineMapsTile[] tiles;
    private Mesh mesh;
    private Vector3[] vertices;
    private Vector3[] normals;
    private Vector2[] uv;
    private int[] triangles;
    private OnlineMaps map;
    private OnlineMapsTileSetControl control;
    private MeshRenderer meshRenderer;

    private Vector2 ctl;
    private Vector2 cbr;

    private void DownloadElevation(OnlineMapsTile tile)
    {
        if (string.IsNullOrEmpty(mapboxKey)) return;

        string url = new StringBuilder("https://api.mapbox.com/v4/mapbox.terrain-rgb/")
            .Append(tile.zoom).Append("/").Append(tile.x).Append("/").Append(tile.y)
            .Append(".pngraw?access_token=").Append(mapboxKey).ToString();
        OnlineMapsWWW www = new OnlineMapsWWW(url);
        www.OnComplete += delegate
        {
            tile["cdata"] = new CData(www.bytes);
            OnGetElevation(ctl.x, ctl.y, cbr.x, cbr.y);
            UpdateMesh();
        };
    }

    private void InitMesh()
    {
        GameObject go = new GameObject("Horizon");
        go.transform.parent = map.gameObject.transform;
        go.transform.localPosition = Vector3.zero;
        go.transform.localRotation = Quaternion.Euler(Vector3.zero);
        go.transform.localScale = Vector3.one;

        MeshFilter meshFilter = go.AddComponent<MeshFilter>();
        meshRenderer = go.AddComponent<MeshRenderer>();
        int countTiles = countX * countY;

        mesh = new Mesh();
        mesh.name = "Horizon";
        mesh.MarkDynamic();

        meshFilter.sharedMesh = mesh;

        tiles = new OnlineMapsTile[countTiles];

        int countVertices = (countX + 1) * (countY + 1) * resolution * resolution;
        vertices = new Vector3[countVertices];
        normals = new Vector3[countVertices];
        uv = new Vector2[countVertices];
        triangles = new int[6 * resolution * resolution];

        mesh.vertices = vertices;
        mesh.subMeshCount = countTiles;
        float r1 = resolution - 1;

        int index = 0;
        for (int i = 0; i < (countX + 1) * (countY + 1); i++)
        {
            for (int x = 0; x < resolution; x++)
            {
                for (int y = 0; y < resolution; y++)
                {
                    normals[index] = Vector3.up;
                    uv[index++] = new Vector2(x / r1, 1 - y / r1);
                }
            }
        }

        mesh.uv = uv;
        mesh.normals = normals;

        Material[] materials = new Material[countTiles];

        for (int i = 0; i < countTiles; i++)
        {
            int ti = 0;
            for (int x = 0; x < resolution - 1; x++)
            {
                for (int y = 0; y < resolution - 1; y++)
                {
                    int vi = i * resolution * resolution + x * resolution + y;
                    triangles[ti] = vi;
                    triangles[ti + 1] = vi + resolution + 1;
                    triangles[ti + 2] = vi + 1;
                    triangles[ti + 3] = vi;
                    triangles[ti + 4] = vi + resolution;
                    triangles[ti + 5] = vi + resolution + 1;
                    ti += 6;
                }
            }

            mesh.SetTriangles(triangles, i);

            Material material = new Material(shader);
            material.renderQueue = shader.renderQueue + renderQueueOffset;
            materials[i] = material;
        }

        meshRenderer.sharedMaterials = materials;

        UpdateMesh();

        mesh.RecalculateBounds();
    }

    private void OnGetElevation(double leftLng, double topLat, double rightLng, double bottomLat)
    {
        ctl = new Vector2((float)leftLng, (float)topLat);
        cbr = new Vector2((float)rightLng, (float)bottomLat);

        double tlx, tly, brx, bry;

        map.projection.CoordinatesToTile(ctl.x, ctl.y, map.zoom, out tlx, out tly);
        map.projection.CoordinatesToTile(cbr.x, cbr.y, map.zoom, out brx, out bry);

        int scale = 1 << zoomOffset;

        int zoom = map.zoom - zoomOffset;

        short[,] heights = new short[32, 32];
        double rx = (brx - tlx) / 31;
        double ry = (bry - tly) / 31;

        for (int x = 0; x < 32; x++)
        {
            double tx = (rx * x + tlx) / scale;

            for (int y = 0; y < 32; y++)
            {
                double ty = (ry * y + tly) / scale;

                OnlineMapsTile tile = OnlineMapsTile.GetTile(zoom, (int) tx, (int) ty);
                if (tile == null)
                {
                    heights[x, y] = 0;
                    continue;
                }
                CData data = tile["cdata"] as CData;
                if (data == null)
                {
                    heights[x, y] = 0;
                    continue;
                }
                heights[x, 31 - y] = data.GetElevation(tx, ty);
            }
        }

        if (OnlineMapsElevationManagerBase.isActive) 
        OnlineMapsBingMapsElevationManager.instance.SetElevationData(heights);
    }

    private void OnTileDownloaded(OnlineMapsTile tile)
    {
        for (int i = 0; i < countX * countY; i++) if (tiles[i] == tile) meshRenderer.sharedMaterials[i].mainTexture 
        = tile.texture;
        DownloadElevation(tile);
    }

    private void Start()
    {
        if (zoomOffset <= 0) throw new Exception("Zoom offset should be positive.");
        if (shader == null) shader = Shader.Find("Diffuse");

        map = OnlineMaps.instance;
        control = OnlineMapsTileSetControl.instance;
        OnlineMapsTile.OnTileDownloaded += OnTileDownloaded;
        if (OnlineMapsCache.instance != null)
        {
            OnlineMapsCache.instance.OnLoadedFromCache += OnTileDownloaded;
        }
        map.OnMapUpdated += UpdateMesh;
        if (OnlineMapsElevationManagerBase.isActive) OnlineMapsElevationManagerBase.instance.OnGetElevation +=
        OnGetElevation;

        InitMesh();
    }

    private void UpdateMesh()
    {
        int zoom = map.zoom - zoomOffset;
        if (zoom < 3) zoom = 3;

        for (int i = 0; i < countX * countY; i++) if (tiles[i] != null) tiles[i].Unblock(this);

        double tx, ty;
        map.GetTilePosition(out tx, out ty, zoom);

        int itx = Mathf.RoundToInt((float)(tx - countX / 2f));
        int ity = Mathf.RoundToInt((float)(ty - countY / 2f));

        Vector3 offset = new Vector3(0, positionYOffset, 0) - transform.position;

        int max = 1 << zoom;
        Material[] materials = meshRenderer.sharedMaterials;

        float r1 = resolution - 1;
        int vi = 0;

        double tlx, tly, brx, bry;
        map.GetCorners(out tlx, out tly, out brx, out bry);
        float elevationScale = OnlineMapsElevationManagerBase.GetBestElevationYScale(tlx, tly, brx, bry);

        int ox = countY * resolution * resolution - (resolution - 1) * resolution;
        int oz = resolution * (resolution - 1) + 1;

        for (int x = 0; x < countX; x++)
        {
            int tileX = itx + x;
            int nextTileX = tileX + 1;
            if (tileX >= max) tileX -= max;
            if (nextTileX >= max) nextTileX -= max;

            for (int y = 0; y < countY; y++)
            {
                int tileY = ity + y;
                int nextTileY = tileY + 1;

                if (tileY >= max) tileY -= max;
                if (nextTileY >= max) nextTileY -= max;

                OnlineMapsTile tile = OnlineMapsTile.GetTile(zoom, tileX, tileY);
                if (tile == null)
                {
                    OnlineMapsTile parentTile = OnlineMapsTile.GetTile(zoom - 1, tileX / 2, tileY / 2);
                    tile = new OnlineMapsRasterTile(tileX, tileY, zoom, map);
                    tile.parent = parentTile;
                }
                int tileIndex = x * countY + y;
                tiles[tileIndex] = tile;
                tile.Block(this);

                CData data = tile["cdata"] as CData;
                bool hasElevation = data != null;

                double px, py;

                map.projection.TileToCoordinates(tileX, tileY, zoom, out px, out py);
                Vector3 v1 = control.GetWorldPosition(px, py) + offset;

                map.projection.TileToCoordinates(nextTileX, nextTileY, zoom, out px, out py);
                Vector3 v2 = control.GetWorldPosition(px, py) + offset;
                Vector3 ov = (v2 - v1) / r1;

                for (int vx = 0; vx < resolution; vx++)
                {
                    for (int vz = 0; vz < resolution; vz++)
                    {
                        Vector3 v = new Vector3(ov.x * vx + v1.x, 0, ov.z * vz + v1.z);
                        if (hasElevation)
                        {
                            if (vz == 0 && y > 0) v.y = vertices[vi - oz].y;
                            else if (vx == 0 && x > 0) v.y = vertices[vi - ox].y;
                            else
                            {
                                double evx = vx / r1;
                                double evz = vz / r1;
                                if (evx >= 1) evx = 0.999;
                                if (evz >= 1) evz = 0.999;
                                if (OnlineMapsElevationManagerBase.isActive) v.y = data.GetElevation(evx, evz) 
                                * elevationScale + offset.y;
                                else v.y = positionYOffset;
                            }
                        }
                        else v.y = positionYOffset;
                        vertices[vi++] = v;
                    }
                }

                materials[tileIndex].mainTexture = tile.texture;
                materials[tileIndex].color = new Color(1, 1, 1, tile.texture != null ? 1 : 0);
            }
        }

        mesh.vertices = vertices;
    }

    internal class CData
    {
        private short[,] heights;

        public CData(byte[] bytes)
        {
            Texture2D texture = new Texture2D(256, 256, TextureFormat.RGB24, false);
            texture.LoadImage(bytes);

            const int res = 256;

            if (texture.width != res || texture.height != res) return;

            Color[] colors = texture.GetPixels();

            heights = new short[res, res];

            for (int y = 0; y < res; y++)
            {
                int py = (255 - y) * res;

                for (int x = 0; x < res; x++)
                {
                    Color c = colors[py + x];

                    double height = -10000 + (c.r * 255 * 256 * 256 + c.g * 255 * 256 + c.b * 255) * 0.1;
                    heights[x, y] = (short)Math.Round(height);
                }
            }
        }

        public short GetElevation(double tx, double ty)
        {
            if (heights == null) return 0;

            double rx = tx - Math.Floor(tx);
            double ry = ty - Math.Floor(ty);
            int x = (int)Math.Round(rx * 256);
            int y = (int)Math.Round(ry * 256);
            if (x > 255) x = 255;
            if (y > 255) y = 255;
            return heights[x, y];
        }
    }
}
Post's attachments

Attachment icon ex.PNG 12.78 kb, 99 downloads since 2022-09-20 

Re: Horizon camera tilt bug???

I just tested tilted horizon with HDRP and it works correctly on my side.
Maybe the problem is somewhere in the RenderPipelineAsset settings.
But to be honest, I don't have enough experience in RP configuration to say what's wrong.
If you want, you can send me your project by email (support@infinity-code.com) and I will try to find the cause of the problem.

Kind Regards,
Infinity Code Team.

Boost your productivity a lot and immediately using Ultimate Editor Enhancer. Trial and non-commerce versions available.

5 (edited by moonflow123 2022-09-21 02:33:58)

Re: Horizon camera tilt bug???

Alex Vertax wrote:

I just tested tilted horizon with HDRP and it works correctly on my side.
Maybe the problem is somewhere in the RenderPipelineAsset settings.
But to be honest, I don't have enough experience in RP configuration to say what's wrong.
If you want, you can send me your project by email (support@infinity-code.com) and I will try to find the cause of the problem.

Sorry I can't give you my project because of my company policy, but I can give you the HDRP shader file.

Oh and I'm also using BingMapElevationManager as instructed, but I can't seem to understand why do I need to add the mapbox key too because I already added a BingMapsKey in BingMapsElevationManager? Or should I use the BingMapHorizon script that you uploaded for the horizon post because i'm using BingMapsElevation??? I'm using the Horizon2_OM3.cs because that is the newest addition to your files.

Oh and also when I said zoom 18 to 20, I meant when in an area that has an elevation like in the video (For example a Mountain).

moonflow123 wrote:

When on a certain zoom (usually 18 to 20), when you tilt the camera this happens.

Video Link

Is there anyway to fix this?

Post's attachments

Attachment icon TilesetPBRShader.shadergraph 142.8 kb, 1 downloads since 2022-09-21 

6 (edited by moonflow123 2022-09-21 02:41:10)

Re: Horizon camera tilt bug???

moonflow123 wrote:
Alex Vertax wrote:

I just tested tilted horizon with HDRP and it works correctly on my side.
Maybe the problem is somewhere in the RenderPipelineAsset settings.
But to be honest, I don't have enough experience in RP configuration to say what's wrong.
If you want, you can send me your project by email (support@infinity-code.com) and I will try to find the cause of the problem.

Sorry I can't give you my project because of my company policy, but I can give you the HDRP shader file.

Oh and I'm also using BingMapElevationManager as instructed, but I can't seem to understand why do I need to add the mapbox key too because I already added a BingMapsKey in BingMapsElevationManager? Or should I use the BingMapHorizon script that you uploaded for the horizon post because i'm using BingMapsElevation??? I'm using the Horizon2_OM3.cs because that is the newest addition to your files.

Oh and also when I said zoom 18 to 20, I meant when in an area that has an elevation like in the video (For example a Mountain).

moonflow123 wrote:

When on a certain zoom (usually 18 to 20), when you tilt the camera this happens.

Video Link

Is there anyway to fix this?

Here's also the HDRP Settings image

HDRP Settings

Post's attachments

Attachment icon ex (3).PNG 79.14 kb, 75 downloads since 2022-09-21 

7 (edited by moonflow123 2022-09-21 02:49:47)

Re: Horizon camera tilt bug???

Second Image

HDRP Settings_2

Post's attachments

Attachment icon ex (4).PNG 71.75 kb, 67 downloads since 2022-09-21 

8 (edited by moonflow123 2022-09-21 02:50:09)

Re: Horizon camera tilt bug???

Third Image

HDRP Settings_3

Post's attachments

Attachment icon ex (5).PNG 60.71 kb, 5 downloads since 2022-09-21 

Re: Horizon camera tilt bug???

I understand that you cannot send me your working project. This is logical.
But you can make a new temporary project that only contains Online Maps and your HDRP settings so I can start the scene and see the problem.
This will help me a lot to focus on solving the problem and not looking for a black cat in a dark room, because what I wrote about RenderPipelineAsset is only a guess, and it is quite possible that the problem will be elsewhere.

Kind Regards,
Infinity Code Team.

Boost your productivity a lot and immediately using Ultimate Editor Enhancer. Trial and non-commerce versions available.

Re: Horizon camera tilt bug???

Alex Vertax wrote:

I understand that you cannot send me your working project. This is logical.
But you can make a new temporary project that only contains Online Maps and your HDRP settings so I can start the scene and see the problem.
This will help me a lot to focus on solving the problem and not looking for a black cat in a dark room, because what I wrote about RenderPipelineAsset is only a guess, and it is quite possible that the problem will be elsewhere.

Ok got it, I'll be sending it to your email

Re: Horizon camera tilt bug???

Thanks for the project.
Bug fixed.
Horizon scripts have been updated in the corresponding thread.

Kind Regards,
Infinity Code Team.

Boost your productivity a lot and immediately using Ultimate Editor Enhancer. Trial and non-commerce versions available.

Re: Horizon camera tilt bug???

Alex Vertax wrote:

Thanks for the project.
Bug fixed.
Horizon scripts have been updated in the corresponding thread.

Thanks, got the update. One more question tho, at zoom 20, for some reason the map data became unavailable on the tile set, but not for the horizon.

https://drive.google.com/file/d/1QK1b47 … sp=sharing

Re: Horizon camera tilt bug???

Each provider has its own maximum zoom.
For most it's zoom 20.
For some it's zoom 19 or 18.
Some (Google Maps) in some regions of the Earth have tiles up to zoom 23.

Kind Regards,
Infinity Code Team.

Boost your productivity a lot and immediately using Ultimate Editor Enhancer. Trial and non-commerce versions available.

Re: Horizon camera tilt bug???

Alex Vertax wrote:

Each provider has its own maximum zoom.
For most it's zoom 20.
For some it's zoom 19 or 18.
Some (Google Maps) in some regions of the Earth have tiles up to zoom 23.

Ah, got it. I tried to change it back from ArcGIS to Bing Maps and the zoom level can get up to 20. Thanks

Re: Horizon camera tilt bug???

Alex Vertax wrote:

Each provider has its own maximum zoom.
For most it's zoom 20.
For some it's zoom 19 or 18.
Some (Google Maps) in some regions of the Earth have tiles up to zoom 23.

Ok, this probably my last question on the Tilt and zoom. When you go to the maximum zoom on an area with high elevations such as a mountain, if it is close enough, the camera can clip the horizon tile.

I tried giving the camera a parent that has a rigid body (with turned off gravity of course) and box collider. And changed the camera orbit a little bit so that the camera parent will follow the camera movement

        Vector3 oldPosition = activeCamera.transform.parent.position;
        Vector3 newPosition = map.transform.rotation * new Vector3((float)px,  (float)py, (float)pz) + targetPosition;

        activeCamera.transform.parent.position = newPosition;
        activeCamera.transform.parent.LookAt(targetPosition);

After that tried to give the horizon a mesh collider.

go.AddComponent<MeshCollider>().sharedMesh = mesh;

But it didn't seem to fix the cliiping. Do you have any workarounds on this??

Here's the example of the clipping https://drive.google.com/file/d/1aZNHVX … sp=sharing

Re: Horizon camera tilt bug???

For example, this can be fixed in this way (OnlineMapsCameraOrbit.UpdateCameraPosition):

public void UpdateCameraPosition()
{
    if (rotation.x > maxRotationX) rotation.x = maxRotationX;
    else if (rotation.x < 0) rotation.x = 0;

    if (activeCamera == null) return;

    float rx = 90 - rotation.x;
    if (rx > 89.9) rx = 89.9f;

    double px = Math.Cos(rx * Mathf.Deg2Rad) * distance;
    double py = Math.Sin(rx * Mathf.Deg2Rad) * distance;
    double pz = Math.Cos(rotation.y * Mathf.Deg2Rad) * px;
    px = Math.Sin(rotation.y * Mathf.Deg2Rad) * px;
    
    double tlx = 0, tly = 0, brx = 0, bry = 0;
    float yScale = 0;

    Vector3 targetPosition;

    if (adjustTo == OnlineMapsCameraAdjust.gameObject && adjustToGameObject != null)
    {
        targetPosition = adjustToGameObject.transform.position;
    }
    else
    {
        targetPosition = map.transform.position;
        Vector3 offset = new Vector3(sizeInScene.x / -2, 0, sizeInScene.y / 2);

        if (OnlineMapsElevationManagerBase.useElevation)
        {
            map.GetCorners(out tlx, out tly, out brx, out bry);
            yScale = OnlineMapsElevationManagerBase.GetBestElevationYScale(tlx, tly, brx, bry);

            if (adjustTo == OnlineMapsCameraAdjust.maxElevationInArea) offset.y = OnlineMapsElevationManagerBase.instance.GetMaxElevation(yScale);
            else if (adjustTo == OnlineMapsCameraAdjust.averageCenter)
            {
                float ox = sizeInScene.x / 64;
                float oz = sizeInScene.y / 64;
                offset.y = OnlineMapsElevationManagerBase.GetElevation(targetPosition.x, targetPosition.z, yScale, tlx, tly, brx, bry) * 3;

                offset.y += OnlineMapsElevationManagerBase.GetElevation(targetPosition.x - ox, targetPosition.z - oz, yScale, tlx, tly, brx, bry) * 2;
                offset.y += OnlineMapsElevationManagerBase.GetElevation(targetPosition.x, targetPosition.z - oz, yScale, tlx, tly, brx, bry) * 2;
                offset.y += OnlineMapsElevationManagerBase.GetElevation(targetPosition.x + ox, targetPosition.z - oz, yScale, tlx, tly, brx, bry) * 2;
                offset.y += OnlineMapsElevationManagerBase.GetElevation(targetPosition.x + ox, targetPosition.z, yScale, tlx, tly, brx, bry) * 2;
                offset.y += OnlineMapsElevationManagerBase.GetElevation(targetPosition.x + ox, targetPosition.z + oz, yScale, tlx, tly, brx, bry) * 2;
                offset.y += OnlineMapsElevationManagerBase.GetElevation(targetPosition.x, targetPosition.z + oz, yScale, tlx, tly, brx, bry) * 2;
                offset.y += OnlineMapsElevationManagerBase.GetElevation(targetPosition.x - ox, targetPosition.z + oz, yScale, tlx, tly, brx, bry) * 2;
                offset.y += OnlineMapsElevationManagerBase.GetElevation(targetPosition.x - ox, targetPosition.z, yScale, tlx, tly, brx, bry) * 2;

                ox *= 2;
                oz *= 2;

                offset.y += OnlineMapsElevationManagerBase.GetElevation(targetPosition.x - ox, targetPosition.z - oz, yScale, tlx, tly, brx, bry);
                offset.y += OnlineMapsElevationManagerBase.GetElevation(targetPosition.x, targetPosition.z - oz, yScale, tlx, tly, brx, bry);
                offset.y += OnlineMapsElevationManagerBase.GetElevation(targetPosition.x + ox, targetPosition.z - oz, yScale, tlx, tly, brx, bry);
                offset.y += OnlineMapsElevationManagerBase.GetElevation(targetPosition.x + ox, targetPosition.z, yScale, tlx, tly, brx, bry);
                offset.y += OnlineMapsElevationManagerBase.GetElevation(targetPosition.x + ox, targetPosition.z + oz, yScale, tlx, tly, brx, bry);
                offset.y += OnlineMapsElevationManagerBase.GetElevation(targetPosition.x, targetPosition.z + oz, yScale, tlx, tly, brx, bry);
                offset.y += OnlineMapsElevationManagerBase.GetElevation(targetPosition.x - ox, targetPosition.z + oz, yScale, tlx, tly, brx, bry);
                offset.y += OnlineMapsElevationManagerBase.GetElevation(targetPosition.x - ox, targetPosition.z, yScale, tlx, tly, brx, bry);

                offset.y /= 27;
            }
            else offset.y = OnlineMapsElevationManagerBase.GetElevation(targetPosition.x, targetPosition.z, yScale, tlx, tly, brx, bry);
        }

        offset.Scale(map.transform.lossyScale);
        
        targetPosition += map.transform.rotation * offset;
    }

    Vector3 oldPosition = activeCamera.transform.position;
    Vector3 newPosition = map.transform.rotation * new Vector3((float)px,  (float)py, (float)pz) + targetPosition;

    if (OnlineMapsElevationManagerBase.useElevation)
    {
        float y = OnlineMapsElevationManagerBase.GetElevation(newPosition.x, newPosition.z, yScale, tlx, tly, brx, bry);
        if (newPosition.y < y + 200) newPosition.y = y + 200;
    }

    activeCamera.transform.position = newPosition;
    activeCamera.transform.LookAt(targetPosition);

    if (control.isMapDrag) control.UpdateLastPosition();

    if (oldPosition != newPosition && OnCameraControl != null) OnCameraControl();
}
Kind Regards,
Infinity Code Team.

Boost your productivity a lot and immediately using Ultimate Editor Enhancer. Trial and non-commerce versions available.

Re: Horizon camera tilt bug???

Fantastic !! Thanks Alex