Wayback Machinekoobas.hobune.stream
May JUN Jul
Previous capture 13 Next capture
2021 2022 2023
1 capture
13 Jun 22 - 13 Jun 22
sparklines
Close Help
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
  • Asset Store
  • Get Unity

UNITY ACCOUNT

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account
  • Blog
  • Forums
  • Answers
  • Evangelists
  • User Groups
  • Beta Program
  • Advisory Panel

Navigation

  • Home
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
    • Blog
    • Forums
    • Answers
    • Evangelists
    • User Groups
    • Beta Program
    • Advisory Panel

Unity account

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account

Language

  • Chinese
  • Spanish
  • Japanese
  • Korean
  • Portuguese
  • Ask a question
  • Spaces
    • Default
    • Help Room
    • META
    • Moderators
    • Topics
    • Questions
    • Users
    • Badges
  • Home /
avatar image
0
Question by White8eard · Nov 08, 2014 at 06:49 AM · c#camerarotationtransformposition

How to make Camera position Independent of its Rotation?

Hello, in this game, the camera is attached to the player as its child, the camera angle is fixed, even when the player rotates, but the camera position keeps changing every time the player rotates, as you can see below, the camera angle is fixed to one single direction, but when ever parent changes its rotation, it affects the child position, i dont want want my parents, rotation to affect my child Camera's position..

//Camera Rotation Script

     void Awake () {
         //pos = transform.localPosition;
         rotation = transform.rotation;
     }
 
 
 
 
     void LateUpdate () {
 
         transform.rotation = rotation;
         //transform.localPosition = pos;
     
     }

//Camera Position Script

 void Update () {
         if(this.transform.rotation.y == 0f)
             this.transform.localPosition = new Vector3(0f,13f,-4.5f);
         else if(this.transform.rotation.y == 180f)
             this.transform.localPosition = new Vector3(0f,13f,4.5f);
         else if(this.transform.rotation.y == 90f)
             this.transform.localPosition = new Vector3(-4.5f,13f,0f);
         else if(this.transform.rotation.y == 270f)
             this.transform.localPosition = new Vector3(4.5f,13f,0f);
     }
Comment
Add comment
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

1 Reply

· Add your reply
  • Sort: 
avatar image
0

Answer by troien · Nov 08, 2014 at 08:41 AM

My solution would be to just don't mak the camera a child in the first place, since you only want it to follow the position, you could do that by adding a script like this to your camera:

 using UnityEngine;
 using System.Collections;
 
 public class RotatingExample1 : MonoBehaviour
 {
     public Transform targetToFollow;
     public Vector3 targetOffset;
 
     private void LateUpdate()
     {
         transform.position = targetToFollow.position + targetOffset;
     }
 }

If you still insist on keeping it a child however, then this code should help

 using UnityEngine;
 using System.Collections;
 
 public class RotatingExample2 : MonoBehaviour
 {
     public Vector3 offsetWorldPosition;
     private Quaternion fixedRotation;
 
     private void Awake()
     {
         fixedRotation = transform.rotation;
         //offsetWorldPosition = transform.localPosition; // Add this if you don't want to set the value in the inspector
     }
 
     private void LateUpdate()
     {
         transform.rotation = fixedRotation;
         transform.localPosition = transform.parent.worldToLocalMatrix.MultiplyVector(offsetWorldPosition);
     }
 }

Comment
Add comment · Show 2 · Share
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users
avatar image White8eard · Nov 08, 2014 at 11:19 AM 0
Share

second one doesnt work..position is still kind of screwed up, through help of a redditor, and ur first script, i kind a made, this script. i forgot to mention before, this is a multiplayer game.

 void Awake()
     {
         target = transform.parent;
         
     }
 
     void Start(){
         transform.parent = null;
     }
     private void LateUpdate()
     {
     transform.position = target.position+offset ;
     }

but, i get a problem.. Player 1 spawns, his camera is now no more a child and goes to hierarchy.(player 1 still uses his camera) Player 2 joins, and even he unchilds his camera . player 1 starts using player 2's camera. player 2 starts using player 1's camera.

avatar image troien · Nov 08, 2014 at 12:19 PM 0
Share

In what way does the second script not work? Because when I use this in my own test scene, I get exactly the same result as when I use the first script.

(this is my setup in the hierarchy, using cubes ins$$anonymous$$d of camera's since I'm only altering the transform which is the same on every gameobject regardless of components attatched)

  • Cube1 (This is the Cube we want to follow)

  • Cube2 (This cube is a child of Cube1 and has the RotatingExample2 component attatched, offset set to [0,2,-2]

  • Cube3 (This cube is not a child of anything and has the RotatingExample1 script attatched to it, offset set to [0,2,2] and target set to Cube1)

With that setup Whenever I move Cube1, the other Cubes follow, but don't rotate and when I rotate Cube1 the other cubes stay (Which is what I believe the thing you try to achieve). Do you have any other scripts that is moving/rotating the same gameobject?

Your answer

Hint: You can notify a user about this post by typing @username

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Follow this Question

Answers Answers and Comments

3 People are following this question.

avatar image avatar image avatar image

Related Questions

An Efficient Way To Follow Transform's Position? 3 Answers

Rotating Camera around player object 0 Answers

Flip over an object (smooth transition) 3 Answers

Moving Camera on player stop then move and rotate to separate point? 0 Answers

Move camera certain distance away from object, but keep object centered (with specific camera rotation) 0 Answers


Enterprise
Social Q&A

Social
Subscribe on YouTube social-youtube Follow on LinkedIn social-linkedin Follow on Twitter social-twitter Follow on Facebook social-facebook Follow on Instagram social-instagram

Footer

  • Purchase
    • Products
    • Subscription
    • Asset Store
    • Unity Gear
    • Resellers
  • Education
    • Students
    • Educators
    • Certification
    • Learn
    • Center of Excellence
  • Download
    • Unity
    • Beta Program
  • Unity Labs
    • Labs
    • Publications
  • Resources
    • Learn platform
    • Community
    • Documentation
    • Unity QA
    • FAQ
    • Services Status
    • Connect
  • About Unity
    • About Us
    • Blog
    • Events
    • Careers
    • Contact
    • Press
    • Partners
    • Affiliates
    • Security
Copyright © 2020 Unity Technologies
  • Legal
  • Privacy Policy
  • Cookies
  • Do Not Sell My Personal Information
  • Cookies Settings
"Unity", Unity logos, and other Unity trademarks are trademarks or registered trademarks of Unity Technologies or its affiliates in the U.S. and elsewhere (more info here). Other names or brands are trademarks of their respective owners.
  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges