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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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