Question by
avivp12 · Mar 29, 2016 at 05:10 PM ·
camera rotatecontrols
Can't make the camera follow the ball without changing the rotation.
Hey ,
I'm doing a project which is making a mini golf game .
here's my code :
using UnityEngine; using System.Collections;
public class New_Move : MonoBehaviour {
public Rigidbody ball;
public Rigidbody cam;
public float force;
float speed = 15;
public string right;
public string left;
public string shoot;
public string brake;
float brake_force = 3;
float rotate_speed = 2;
// Use this for initialization
void Start () {
}
// Update is called once per frame
void Update () {
cam.transform.position = ball.transform.position;
cam.transform.rotation = ball.transform.rotation;
if (Input.GetKeyDown(shoot))
{
ball.AddForce(transform.forward * force);
}
if(Input.GetKey(left))
{
transform.localEulerAngles+=(new Vector3(0, -speed, 0) * rotate_speed * Time.deltaTime);
}
if (Input.GetKey(right))
{
transform.localEulerAngles +=(new Vector3(0, speed, 0) * rotate_speed * Time.deltaTime);
}
if (Input.GetKey(brake))
{
transform.Rotate(new Vector3(-brake_force, 0,0) * rotate_speed * Time.deltaTime);
}
}
}
The code is basicly the control scheme for the ball to move , but i can't get it move with camera without the camera changing it's rotate axies as well . In other words - the camera is rolling as a ball too .
Any ideas ?
Thank you very much in advance !
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