THE SETUP
The 3D Camera is going to be set behind a central figure in the center of an arena. The Player will tap-hold and swipe left/right to rotate the central figure and thus the Camera behind it, giving a 3rd-person perspective.
The 3D Camera is set to "Up Vector Z = 1".
WHAT I'M TRYING TO DO
When the Player holds a Touch on the screen (on the left side of the overall viewport), dragging X pixels left or right will rotate the 3D Camera smoothly a given number of angles. I believe Lerp( ) will be applied here. The idea being that for every X pixels that the Player drags their Touch along the X axis (relative to the viewport and not the layout), the central figure will rotate, too (the Camera with it via Pin). So, if one pixel to the left means rotating 10° clockwise, dragging Touch 10 pixels to the right means rotating 100° counter-clockwise (these numbers will obviously have to be adjusted).
If needed, the Player removes their Touch, then Touches the screen again and drags to rotate the Camera.
WHAT I HAVE SO FAR
Hopefully this saves a LOT of writing and explains everything so far... I can clarify in the comments if need be.
WHAT I'M HAVING TROUBLE WITH
At the moment, I'm relatively having success with setting the variables and getting the results I want. Relatively...because I just realized that I'm getting Touch.X (or Touch.AbsoluteX) values according to the canvas. The 3D Camera, at start-up, is angled to the far-left of the layout. So, when I Touch the screen, the X values end up being updated as I drag Touch up and down (again, because of the angle of the Camera).
What I want it to do is update the Touch X value as I drag across the screen, itself. Regardless of the facing angle of the Camera or visual orientation of the layout, I want the X value of the Touch according to the viewport.
The TouchInterface layer is set to a 0%x0% parallax and 2D rendering. I believe that's the proper settings...I could be wrong.
I am not sure what else to try at the moment.
Thank you for your help.