Created
March 30, 2011 00:07
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Unity3D: This camera smoothes out rotation around the y-axis and height - Source: http://wiki.dreamsteep.com/Unity_tools
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/* | |
This camera smoothes out rotation around the y-axis and height. | |
Horizontal Distance to the target is always fixed. | |
There are many different ways to smooth the rotation but doing it this way gives you a lot of control over how the camera behaves. | |
For every of those smoothed values we calculate the wanted value and the current value. | |
Then we smooth it using the Lerp function. | |
Then we apply the smoothed values to the transform's position. | |
*/ | |
// The target we are following | |
var target : Transform; | |
// The distance in the x-z plane to the target | |
var distance = 10.0; | |
// the height we want the camera to be above the target | |
var height = 5.0; | |
// How much we | |
var heightDamping = 2.0; | |
var rotationDamping = 3.0; | |
// Place the script in the Camera-Control group in the component menu | |
@script AddComponentMenu("Camera-Control/Smooth Follow") | |
function LateUpdate () { | |
// Early out if we don't have a target | |
if (!target) | |
return; | |
// Calculate the current rotation angles | |
wantedRotationAngle = target.eulerAngles.y; | |
wantedHeight = target.position.y + height; | |
currentRotationAngle = transform.eulerAngles.y; | |
currentHeight = transform.position.y; | |
// Damp the rotation around the y-axis | |
currentRotationAngle = Mathf.LerpAngle (currentRotationAngle, wantedRotationAngle, rotationDamping * Time.deltaTime); | |
// Damp the height | |
currentHeight = Mathf.Lerp (currentHeight, wantedHeight, heightDamping * Time.deltaTime); | |
// Convert the angle into a rotation | |
currentRotation = Quaternion.Euler (0, currentRotationAngle, 0); | |
// Set the position of the camera on the x-z plane to: | |
// distance meters behind the target | |
transform.position = target.position; | |
transform.position -= currentRotation * Vector3.forward * distance; | |
// Set the height of the camera | |
transform.position.y = currentHeight; | |
// Always look at the target | |
transform.LookAt (target); | |
} |
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