bevy_panorbit_camera 0.4.2

A basic pan and orbit camera in Bevy
Documentation
//! Demonstrates usage with multiple viewports

use bevy::core_pipeline::clear_color::ClearColorConfig;
use bevy::prelude::*;
use bevy::render::camera::Viewport;
use bevy::window::WindowResized;
use bevy_panorbit_camera::{PanOrbitCamera, PanOrbitCameraPlugin};
use std::f32::consts::TAU;

fn main() {
    App::new()
        .add_plugins(DefaultPlugins)
        .add_plugin(PanOrbitCameraPlugin)
        .add_startup_system(setup)
        .add_system(set_camera_viewports)
        .run();
}

fn setup(
    mut commands: Commands,
    mut meshes: ResMut<Assets<Mesh>>,
    mut materials: ResMut<Assets<StandardMaterial>>,
) {
    // Ground
    commands.spawn(PbrBundle {
        mesh: meshes.add(shape::Plane::from_size(5.0).into()),
        material: materials.add(Color::rgb(0.3, 0.5, 0.3).into()),
        ..default()
    });
    // Cube
    commands.spawn(PbrBundle {
        mesh: meshes.add(Mesh::from(shape::Cube { size: 1.0 })),
        material: materials.add(Color::rgb(0.8, 0.7, 0.6).into()),
        transform: Transform::from_xyz(0.0, 0.5, 0.0),
        ..default()
    });
    // Light
    commands.spawn(PointLightBundle {
        point_light: PointLight {
            intensity: 1500.0,
            shadows_enabled: true,
            ..default()
        },
        transform: Transform::from_xyz(4.0, 8.0, 4.0),
        ..default()
    });
    // Main Camera
    commands.spawn((
        Camera3dBundle { ..default() },
        PanOrbitCamera {
            beta: TAU * 0.1,
            ..default()
        },
    ));
    // Minimap Camera
    commands.spawn((
        Camera3dBundle {
            camera: Camera {
                // Renders the minimap camera after the main camera, so it is rendered on top
                order: 1,
                ..default()
            },
            camera_3d: Camera3d {
                // Don't clear on the second camera because the first camera already cleared the window
                clear_color: ClearColorConfig::None,
                ..default()
            },
            ..default()
        },
        PanOrbitCamera {
            beta: TAU * 0.1,
            alpha: TAU * 0.1,
            ..default()
        },
        MinimapCamera,
    ));
}

#[derive(Component)]
struct MinimapCamera;

fn set_camera_viewports(
    windows: Query<&Window>,
    mut resize_events: EventReader<WindowResized>,
    mut right_camera: Query<&mut Camera, With<MinimapCamera>>,
) {
    for resize_event in resize_events.iter() {
        let window = windows.get(resize_event.window).unwrap();
        let mut right_camera = right_camera.single_mut();
        let size = window.resolution.physical_width() / 5;
        right_camera.viewport = Some(Viewport {
            physical_position: UVec2::new(window.resolution.physical_width() - size, 0),
            physical_size: UVec2::new(size, size),
            ..default()
        });
    }
}