Question by
AlvinFassari · Jan 07, 2016 at 02:30 PM ·
cameraplayerfollow
Camera Follows 2D player
Hi, i got this script attached at my camera but the player moves faster then the camera. Here is the script attached on the camera:
public float xMargin = 1f; // Distance in the x axis the player can move before the camera follows.
public float yMargin = 1f; // Distance in the y axis the player can move before the camera follows.
public float xSmooth = 8f; // How smoothly the camera catches up with it's target movement in the x axis.
public float ySmooth = 8f; // How smoothly the camera catches up with it's target movement in the y axis.
public Vector2 maxXAndY; // The maximum x and y coordinates the camera can have.
public Vector2 minXAndY; // The minimum x and y coordinates the camera can have.
private Transform player; // Reference to the player's transform.
void Awake()
{
// Setting up the reference.
player = GameObject.FindGameObjectWithTag("Player").transform;
}
bool CheckXMargin()
{
// Returns true if the distance between the camera and the player in the x axis is greater than the x margin.
return Mathf.Abs(transform.position.x - player.position.x) > xMargin;
}
bool CheckYMargin()
{
// Returns true if the distance between the camera and the player in the y axis is greater than the y margin.
return Mathf.Abs(transform.position.y - player.position.y) > yMargin;
}
void FixedUpdate()
{
TrackPlayer();
}
void TrackPlayer()
{
// By default the target x and y coordinates of the camera are it's current x and y coordinates.
float targetX = transform.position.x;
float targetY = transform.position.y;
// If the player has moved beyond the x margin...
if (CheckXMargin())
// ... the target x coordinate should be a Lerp between the camera's current x position and the player's current x position.
targetX = Mathf.MoveTowards(transform.position.x, player.position.x, xSmooth * Time.deltaTime);
// If the player has moved beyond the y margin...
if (CheckYMargin())
// ... the target y coordinate should be a Lerp between the camera's current y position and the player's current y position.
targetY = Mathf.Lerp(transform.position.y, player.position.y, ySmooth * Time.deltaTime);
// Set the camera's position to the target position with the same z component.
transform.position = new Vector3(targetX, targetY, transform.position.z);
}
}
please help me!
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