using UnityEngine; using System.Collections; public class SmoothFollowC : MonoBehaviour { // The target we are following public Transform target; // The distance in the x-z plane to the target public float distance = 10.0f; // the height we want the camera to be above the target public float height = 5.0f; // How much we public float heightDamping = 2.0f; public float rotationDamping = 3.0f; // Use this for initialization void Start () { } // Update is called once per frame void LateUpdate () { if (!target) return; // Calculate the current rotation angles var wantedRotationAngle = target.eulerAngles.y; var wantedHeight = target.position.y + height; var currentRotationAngle = transform.eulerAngles.y; var 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 var 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 = new Vector3(transform.position.z, currentHeight, transform.position.z); // Always look at the target transform.LookAt (target); } }