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Question by DeboraFM · Oct 31, 2018 at 02:09 PM · camerarotationscripting beginnercamera rotate

Having problems with doing a smooth isometric rotation around player

The objective is to make an isometric camera for a player that moves on a NavMesh, using the mouse. The player needs to inspect the level for clues.

I am having some trouble defining this rotation exactly how i want it. I can do a normal frame to another frame rotation of the camera around the player using RotateAround, but I wanted it to look a bit smoother so I wanted to smooth it. I am more of an artist than a programmer, so I fished some tutorials around, and the closest I got was this:

 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 
 public class CameraBehaviour : MonoBehaviour
 {
     
     public Transform player;
     public bool LookAtPlayer = false;
     public bool RotateAroundPlayer = false;
 
 
     [Range(0.01f, 1.0f)]
     public float smoothSpeed = 0.5f;
 
     [Range(1.0f, 5.0f)]
     public float rotationSpeed;
 
     
     public Vector3 _cameraOffset;
 
     private void Start()
     {
         _cameraOffset = transform.position - player.position;
     }
 
 
     private void LateUpdate()
     {
 
         if(RotateAroundPlayer)
         {
             if (Input.GetKeyDown(KeyCode.C))
             { 
                 Quaternion camTurnAngle = Quaternion.AngleAxis((transform.rotation.x -90f), player.transform.up);
                 _cameraOffset = camTurnAngle * _cameraOffset;
             }
 
             if (Input.GetKeyDown(KeyCode.X))
             {
                 Quaternion camTurnAngle = Quaternion.AngleAxis((transform.rotation.x + 90f), player.transform.up);
                 _cameraOffset = camTurnAngle * _cameraOffset;
             }
         }
 
         Vector3 newPos = player.position + _cameraOffset;
         transform.position = Vector3.Slerp(transform.position, newPos, smoothSpeed);
 
         if (LookAtPlayer || RotateAroundPlayer)
         {
             transform.LookAt(player);
         }
     }
 
 
 }
 

Problem is, because of the camera offset (or maybe because of something I can't quite get yet) the angle of the camera never adds at the y parameter consistently, and after a few rotations it gets completely off.

Thank you for reading and I appreciate any help!.

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