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I want the main camera to follow a spaceship. I attached the following code to the camera:
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.
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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. 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 '10 at 05:48 PM
Silvia
IN which asset can we find the Smooth Follow script?
Nov 05 '12 at 09:32 PM
Karsnen
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// 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; }
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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
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For the 'shaking' problem, try moving the code you posted from Update() to FixedUpdate(). Mmh.. the problem is even worse now... Can it depend from my computer being not enough powerful?
Dec 29 '10 at 12:01 PM
Silvia
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