Question by 
               DeadCatLady · Aug 25, 2017 at 05:07 AM · 
                c#camera followroll a ball  
              
 
              How to make the ball follow the cursor?
Hey all, I haven't been able to find a tutorial for this, but I'm trying to modify the Roll-a-Ball tutorial to making it so the all will follow the cursor.
I have the same player controller from the tutorial :
PlayerController.cs
 using UnityEngine;
 using UnityEngine.UI;
 using System.Collections;
 public class PlayerController : MonoBehaviour {
 public float speed;
 public Text countText;
 public Text winText;
 private Rigidbody rb;
 private int count;
 void Start ()
 {
     rb = GetComponent<Rigidbody>();
     count = 0;
     SetCountText ();
     winText.text = "";
 }
 void FixedUpdate ()
 {
     float moveHorizontal = Input.GetAxis ("Horizontal");
     float moveVertical = Input.GetAxis ("Vertical");
     Vector3 movement = new Vector3 (moveHorizontal, 0.0f, moveVertical);
     rb.AddForce (movement * speed);
 }
 void OnTriggerEnter(Collider other) 
 {
     if (other.gameObject.CompareTag ( "Pick Up"))
     {
         other.gameObject.SetActive (false);
         count = count + 1;
         SetCountText ();
     }
 }
 void SetCountText ()
 {
     countText.text = "Count: " + count.ToString ();
     if (count >= 12)
     {
         winText.text = "You Win!";
     }
 }
 }
 
               FollowMouse.cs
 using UnityEngine;
 using System.Collections;
 public class FollowMouse : MonoBehaviour
 {
 public float distance = 1.0f;
 public bool useInitalCameraDistance = false;
 private float actualDistance;
 // Use this for initialization
 void Start ()
 {
     if(useInitalCameraDistance)
     {
         Vector3 toObjectVector = transform.position - Camera.main.transform.position;
         Vector3 linearDistanceVector = Vector3.Project(toObjectVector,Camera.main.transform.forward);
         actualDistance = linearDistanceVector.magnitude;
     }
     else
     {
         actualDistance = distance;
     }
 }
 // Update is called once per frame
 void Update ()
 {
     Vector3 mousePosition = Input.mousePosition;
     mousePosition.z = actualDistance;
     transform.position = Camera.main.ScreenToWorldPoint(mousePosition);
 }
 }
 
              
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