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Camera follow a sphere which look at another object on the ground
Hello dear people,
i have a problem, with the camera, in a project and hope you could help me!
I have a sphere and a transparent box on the ground.
I want that the camera follows the sphere, when it rolls and at the same time, the sphere should look at the cube.
(meaning camera->sphere->cube are always on the same line, in Z)
. When the sphere is too near (eg >10m) to the cube, it can pass through the cube, but not the camera, the camera should rotate around the cube and still stay behind the sphere. How can i achieve that and keeps the default postion ( defined in the inspector) of the camera to the sphere? I read some tutos, but the didnt help
I tried something like this
 public Transform _sphere;
 public Transform _cube;
 
 private void LateUpdate(){
      Vector3 SphereCubePos = _cube.position - _sphere.position;
      transform.position = _sphere.position + SphereCubePos .normalized * _sphereCamera.magnitude;
 
      transform.LookAt(_cube);
 }
The script is attached to the camera.
When i start the game, the camera change the position, which is undesirable.
When I throw the ball too high, the camera begin to dance in all directions.
How can i make that the camera keeps the same value in y direction? meanings if the throw of the ball goes out of the screen, it doesnt have to follow the sphere in the y direction, but in x and z directions, such that when it lands again on the ground or appears on the screen, the camera keeps follow the sphere and the sphere keeps look at the cube.
I would very appreciate any help.
Thanks
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