How do I make the view camera look ahead of the car in the car tutorial?

How do I make the camera look ahead when conering, I want to make the camera move back from the view slightly on acceleration and move in closer to the car on braking. I would also like to know how to rotate the camera left or right at the apex of a hairpin or any corner.

I can only hazard a guess ,I think you would have to expand the smoothfollow.js ,sorry thats all i got ,im a terrible coder ,but I can create anything in a 3D package :stuck_out_tongue:

lol a little too late

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using Cinemachine;

public class CameraController : MonoBehaviour {

	public bool lookSmoothDamp;
	public bool lookAhead;

	public float lookAheadAmmount = 2;
	public float smoothDamp = .3f;

	public GameObject playerTarget;

	[Range(2, 10)]
	private float cameraFOV;

	Camera cam;
	Vector3 velocity = Vector3.zero;


	void Start () 
	{
		cameraFOV = 5;
		cam = GetComponent<Camera>();
	}
	
	void FixedUpdate () 
	{
		var playerVelocity = playerTarget.GetComponent<Rigidbody2D>().velocity;

		Vector3 playerVelocityVector = new Vector3(playerVelocity.x, playerVelocity.y, -10f);
		Vector3 targetPlayerVector = new Vector3(playerTarget.transform.position.x, playerTarget.transform.position.y, -10f);

		transform.position = Vector3.SmoothDamp(transform.position, targetPlayerVector + playerVelocityVector, ref velocity, smoothDamp);
		cam.orthographicSize = cameraFOV;

		if (lookSmoothDamp == false)
		{
			transform.position = targetPlayerVector;
		}	

		if (lookSmoothDamp == true)
		{
			transform.position = Vector3.SmoothDamp(transform.position, targetPlayerVector, ref velocity, smoothDamp);
		}

		if (lookAhead == true)
		{
			transform.position = Vector3.SmoothDamp(transform.position, targetPlayerVector + playerVelocityVector * lookAheadAmmount, ref velocity, smoothDamp);
		}

		if (Input.GetKeyDown(KeyCode.RightBracket) && cameraFOV < 10) 
		{
			cameraFOV += 1;
		}

		if (Input.GetKeyDown(KeyCode.LeftBracket) && cameraFOV > 2)
		{
			cameraFOV -= 1;
		}

		if (Input.GetKey(KeyCode.LeftBracket) && Input.GetKey(KeyCode.RightBracket))
		{
			cameraFOV = 5;
		}
	}
}