x


Smoothly following a moving object

I want the main camera to follow a spaceship. I attached the following code to the camera:

void Update ()
{
// target is the spaceship's transform
    Vector3 wantedPosition = target.TransformPoint (0, height, distance);
    transform.position = Vector3.Lerp (transform.position, 
wantedPosition, Time.deltaTime * damping);
    // ... code for rotation...
    }

However, as the target (my spaceship) moves forward, the camera shakes unpleasantly, I believe due to the Lerp function. Is there a way to avoid this and just have the camera move the same way as the spaceship does? Thanks.

more ▼

asked Dec 28, 2010 at 05:22 PM

Silvia gravatar image

Silvia
40 15 10 14

(comments are locked)
10|3000 characters needed characters left

4 answers: sort voted first

You could use the 'built-in' script "Smooth Follow".

Attach the script (Component/Camera-Control/Smooth Follow) to your camera and adjust the values in the inspector.

more ▼

answered Dec 28, 2010 at 05:31 PM

efge gravatar image

efge
5.3k 20 22 53

I tried to adjust the parameters, but still I always get the camera inside the spaceship (which is not what I wanted: I would like a third-person point of view) and the shaking effect. Is there something I am missing?

Dec 28, 2010 at 05:48 PM Silvia

IN which asset can we find the Smooth Follow script?

Nov 05, 2012 at 09:32 PM Karsnen_2
(comments are locked)
10|3000 characters needed characters left

For the 'shaking' problem, try moving the code you posted from Update() to FixedUpdate().

more ▼

answered Dec 28, 2010 at 07:57 PM

Jesse Anders gravatar image

Jesse Anders
7.7k 11 25 61

Mmh.. the problem is even worse now... Can it depend from my computer being not enough powerful?

Dec 29, 2010 at 12:01 PM Silvia
(comments are locked)
10|3000 characters needed characters left

You could just use this script that I wrote - it's not the fanciest of things but it gets the job done

I had the same problem with a spaceship shaking too

var playerMarker : Transform;

function LateUpdate () {
    transform.position = Vector3.Lerp(transform.position, playerMarker.position, Time.deltaTime * 100);
    transform.rotation = Quaternion.Lerp(transform.rotation, playerMarker.rotation, Time.deltaTime * 100);
}
more ▼

answered May 17, 2012 at 03:45 PM

Ben Ezard gravatar image

Ben Ezard
259 20 17 21

(comments are locked)
10|3000 characters needed characters left

// A simple smooth follow camera, // that follows the targets forward direction

var target : Transform; var smooth = 0.3; var height = 0; var distance = 5.0; private var yVelocity = 0.0;

function Update () { // Damp angle from current y-angle towards target y-angle var yAngle : float = Mathf.SmoothDampAngle(transform.eulerAngles.y, target.eulerAngles.y, yVelocity, smooth); // Position at the target var position : Vector3 = target.position; // Then offset by distance behind the new angle position += Quaternion.Euler(0+height, yAngle, 0) * Vector3 (0, 0, -distance); // Apply the position transform.position = position;

// Look at the target
transform.LookAt(target);

}

more ▼

answered May 18, 2012 at 12:26 AM

urawhat gravatar image

urawhat
26 3 2 3

(comments are locked)
10|3000 characters needed characters left
Your answer
toggle preview:

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Follow this question

By Email:

Once you sign in you will be able to subscribe for any updates here

By RSS:

Answers

Answers and Comments

Topics:

x4621
x483
x333

asked: Dec 28, 2010 at 05:22 PM

Seen: 5402 times

Last Updated: Nov 05, 2012 at 09:32 PM