Created
August 22, 2014 10:53
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[Unity] Smoothly follows the target. Attach to the camera
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using UnityEngine; | |
public class CameraFollow : MonoBehaviour | |
{ | |
public Transform Target; | |
public float Damping = 1f; | |
public float LookAheadFactor = 3f; | |
public float LookAheadReturnSpeed = 0.5f; | |
public float LookAheadMoveTreshold = 0.1f; | |
private float offsetZ; | |
private Vector3 lastTargetPosition; | |
private Vector3 currentVelocity; | |
private Vector3 lookAheadPos; | |
void Start() | |
{ | |
lastTargetPosition = Target.position; | |
offsetZ = (transform.position - Target.position).z; | |
transform.parent = null; | |
} | |
void Update() | |
{ | |
float xMoveDelta = (Target.position - lastTargetPosition).x; | |
bool updateLookAheadTarget = Mathf.Abs(xMoveDelta) > LookAheadMoveTreshold; | |
if (updateLookAheadTarget) | |
{ | |
lookAheadPos = LookAheadFactor * Vector3.right * Mathf.Sign(xMoveDelta); | |
} | |
else | |
{ | |
lookAheadPos = Vector3.MoveTowards(lookAheadPos, Vector3.zero, Time.deltaTime * LookAheadReturnSpeed); | |
} | |
Vector3 aheadTargetPos = Target.position + lookAheadPos + Vector3.forward * offsetZ; | |
Vector3 newPos = Vector3.SmoothDamp(transform.position, aheadTargetPos, ref currentVelocity, Damping); | |
transform.position = newPos; | |
lastTargetPosition = Target.position; | |
} | |
} |
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