bevy_panorbit_camera 0.34.0

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

use bevy::window::WindowResized;
use bevy::{camera::Viewport, prelude::*};
use bevy_panorbit_camera::{PanOrbitCamera, PanOrbitCameraPlugin};

fn main() {
    App::new()
        .add_plugins(DefaultPlugins)
        .add_plugins(PanOrbitCameraPlugin)
        .add_systems(Startup, setup)
        .add_systems(Update, set_camera_viewports)
        .run();
}

fn setup(
    mut commands: Commands,
    mut meshes: ResMut<Assets<Mesh>>,
    mut materials: ResMut<Assets<StandardMaterial>>,
) {
    // Ground
    commands.spawn((
        Mesh3d(meshes.add(Plane3d::default().mesh().size(5.0, 5.0))),
        MeshMaterial3d(materials.add(Color::srgb(0.3, 0.5, 0.3))),
    ));
    // Cube
    commands.spawn((
        Mesh3d(meshes.add(Cuboid::new(1.0, 1.0, 1.0))),
        MeshMaterial3d(materials.add(Color::srgb(0.8, 0.7, 0.6))),
        Transform::from_xyz(0.0, 0.5, 0.0),
    ));
    // Light
    commands.spawn((
        PointLight {
            shadows_enabled: true,
            ..default()
        },
        Transform::from_xyz(4.0, 8.0, 4.0),
    ));
    // Main Camera
    commands.spawn((
        Transform::from_translation(Vec3::new(0.0, 0.5, 5.0)),
        PanOrbitCamera::default(),
    ));
    // Minimap Camera
    commands.spawn((
        Transform::from_translation(Vec3::new(1.0, 1.5, 4.0)),
        Camera {
            // Renders the minimap camera after the main camera, so it is rendered on top
            order: 1,
            // Don't clear on the second camera because the first camera already cleared the window
            clear_color: ClearColorConfig::None,
            ..default()
        },
        PanOrbitCamera::default(),
        MinimapCamera,
    ));
}

#[derive(Component)]
struct MinimapCamera;

fn set_camera_viewports(
    windows: Query<&Window>,
    mut resize_events: MessageReader<WindowResized>,
    mut right_camera: Query<&mut Camera, With<MinimapCamera>>,
) {
    for resize_event in resize_events.read() {
        let window = windows.get(resize_event.window).unwrap();
        let mut right_camera = right_camera.single_mut().unwrap();
        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()
        });
    }
}