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Question by saver1991 · May 19, 2014 at 06:01 AM · c#cameracamera script

Camera follow Player Script - Problem

Hello everyone, I'm trying to develop a script for camera that can follow player movement. I'm using this script but the camera don't do anything and consolle don't give me any error.

Here is the code:

 using UnityEngine;
 using System.Collections;
 
 public class CameraController : MonoBehaviour {
 
     public Transform Player;        // Reference to the player's transform.
 
     void Awake ()
     {
         //Setting up the reference.
         //Player = GameObject.FindGameObjectWithTag("Player").transform; 
         Player = GameObject.FindWithTag ("Player").transform;
     }
 
     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;
         
         // Set the camera's position to the target position with the same z component.
         this.transform.position = new Vector3(targetX, targetY, transform.position.z);
     }
 }
 

Someone can tell me where I'm wrong? Thanks!

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Answer by robertbu · May 19, 2014 at 06:03 AM

You pull the transform apart and put it back together, but you don't use the 'Player' transform when moving. To get what I think you want, change lines 23 and 24 to:

    float targetX = Player.position.x;
    float targetY = Player.position.y;
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avatar image saver1991 · May 19, 2014 at 08:33 AM 0
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Ok, it goes right! One question, is there something to smooth camera movement? Because now when it move is flickering.,Yeah, it Goes right! One question, is there something to smooth camera movement? Because now when it move is flickering.

avatar image robertbu · May 19, 2014 at 08:40 AM 0
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Smoothness is usually done with Vector3.Lerp() or Vector3.$$anonymous$$oveTowards(). Replace line 27 with these lines:

 Vector3 v = new Vector3(targetX, targetY, transform.position.z);
 transform.position = Vector3.Lerp(transform.position, v, Time.deltaTime * speed);

   

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