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Question by Grayfoox · Nov 15, 2016 at 08:46 AM · camerarotationquaternion

camera woobling when i move it around player

Hello, i am turning camera around player object with this script using UnityEngine; using System.Collections;

 public class StaticCamera : MonoBehaviour {  
 
     public GameObject Player;
     public Vector3 offset;
 
     // Use this for initialization
     void Start () {
 
         offset = transform.position - Player.transform.position;
     }
     
         // Update is called once per frame
         void Update () {
 
         //new Vector3(-klickY, klickX)
 
         float klickX = Input.GetAxis("Mouse X");
         float klickY = Input.GetAxis("Mouse Y");
         float klick = Input.GetAxis("Fire1");
 
         //Debug.Log("Mouse X: " + klickX);
         //Debug.Log("Mouse Y: " + klickY);
         //Debug.Log("Mous: " + klick);
 
         if (klick != 0){
         
             offset = (transform.position - Player.transform.position) + new Vector3(klickX, -klickY);
             transform.LookAt(Player.transform);
 
             offset = Quaternion.Euler(klickY , -klickX, 0) * offset;
     
         }
         
         transform.position = Player.transform.position + offset;
         
     }
 }



its works fine, but when i rotate fast around, the camera start "woobling" around because "lookAt()" doesn´t look fast enough, any idea?

i think i should rotate around the point + rotate the camera intantly, but i am not sure how.

btw, my object is ball that rotate around itself.

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