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Question by LoadingDegree0 · Jan 08, 2019 at 07:13 PM · cameracamera-movementcamera followcamerascamera.main

Camera Follow (Not Exact)

I'd like my camera to follow the player through my 2D game. Right now I have this:

public GameObject player;

 private Vector3 offset;

 void Start()
 {
     offset = transform.position - player.transform.position;
 }

 void LateUpdate()
 {
     transform.position = player.transform.position + offset;
 }

It works but is too exact as it's constantly updating the camera to the player's position. I'd like it to translate the camera left/right/up when the camera gets close to the edge of what's currently visible.

Any help would be much appreciated.

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Best Answer

Answer by aardappel156 · Jan 10, 2019 at 01:05 PM

the unity standard assets has one already

if you don't want to download it here is it

 using System;
 using UnityEngine;
 
 namespace UnityStandardAssets._2D
 {
     public class Camera2DFollow : MonoBehaviour
     {
         public Transform target;
         public float damping = 1;
         public float lookAheadFactor = 3;
         public float lookAheadReturnSpeed = 0.5f;
         public float lookAheadMoveThreshold = 0.1f;
 
         private float m_OffsetZ;
         private Vector3 m_LastTargetPosition;
         private Vector3 m_CurrentVelocity;
         private Vector3 m_LookAheadPos;
 
         // Use this for initialization
         private void Start()
         {
             m_LastTargetPosition = target.position;
             m_OffsetZ = (transform.position - target.position).z;
             transform.parent = null;
         }
 
 
         // Update is called once per frame
         private void Update()
         {
             // only update lookahead pos if accelerating or changed direction
             float xMoveDelta = (target.position - m_LastTargetPosition).x;
 
             bool updateLookAheadTarget = Mathf.Abs(xMoveDelta) > lookAheadMoveThreshold;
 
             if (updateLookAheadTarget)
             {
                 m_LookAheadPos = lookAheadFactor*Vector3.right*Mathf.Sign(xMoveDelta);
             }
             else
             {
                 m_LookAheadPos = Vector3.MoveTowards(m_LookAheadPos, Vector3.zero, Time.deltaTime*lookAheadReturnSpeed);
             }
 
             Vector3 aheadTargetPos = target.position + m_LookAheadPos + Vector3.forward*m_OffsetZ;
             Vector3 newPos = Vector3.SmoothDamp(transform.position, aheadTargetPos, ref m_CurrentVelocity, damping);
 
             transform.position = newPos;
 
             m_LastTargetPosition = target.position;
         }
     }
 }
 
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