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Question by Shackil · Jun 23, 2017 at 05:58 PM · c#cameracollision

Third person camera collision problem

Hello, I have decided to code my own script to check whether or not my character is being fully seen by my camera. It's a third person camera which follows and orbits around the player. I've successfully managed to do so to a certain extent. My problem is that the rays which go from the player to the camera to check if nothing is in the way do not work properly. In fact, they sometimes randomly stop detecting a collision at some random frame.

The code looks like this :

 // Update is called once per frame
     void LateUpdate () {
         //Check if a collision happened
         bool checkIfCollision = false;
 
         //Clip points
         ClipPlanePoints nearPlanePointsCheck = cameraClipPlanePoints (0.35f);
         //Debug.Log (nearPlanePointsCheck.LowerLeft + ", " + nearPlanePointsCheck.LowerRight + ", " + nearPlanePointsCheck.UpperLeft + ", " + nearPlanePointsCheck.UpperRight);
         Debug.DrawLine (target.position, nearPlanePointsCheck.LowerLeft);
         Debug.DrawLine (target.position, nearPlanePointsCheck.LowerRight);
         Debug.DrawLine (target.position, nearPlanePointsCheck.UpperLeft);
         Debug.DrawLine (target.position, nearPlanePointsCheck.UpperRight);
 
         //Check where the ray hit
         RaycastHit hit;
         //List of points
         List<float> hitDistances = new List<float>();
 
         //Check if lower left hit
         if (Physics.Raycast (target.position, (nearPlanePointsCheck.LowerLeft - target.position), out hit, distanceFromTarget, clippable.value)) {    
             Debug.DrawLine (target.position, hit.point, Color.black);
             checkIfCollision = true;
             hitDistances.Add (hit.distance);
         }
         //Check if lower right hit
         if (Physics.Raycast (target.position, (nearPlanePointsCheck.LowerRight - target.position), out hit, distanceFromTarget, clippable.value)) {    
             Debug.DrawLine (target.position, hit.point, Color.black);
             checkIfCollision = true;
             hitDistances.Add (hit.distance);
         }
         //Check if upper left hit
         if (Physics.Raycast (target.position, (nearPlanePointsCheck.UpperLeft - target.position), out hit, distanceFromTarget, clippable.value)) {    
             Debug.DrawLine (target.position, hit.point, Color.black);
             checkIfCollision = true;
             hitDistances.Add (hit.distance);
         }
         //Check if upper right hit
         if (Physics.Raycast (target.position, (nearPlanePointsCheck.UpperRight - target.position), out hit, distanceFromTarget, clippable.value)) {    
             Debug.DrawLine (target.position, hit.point, Color.black);
             checkIfCollision = true;
             hitDistances.Add (hit.distance);
         }
 
         //Sort points to get the shortest one
         if (hitDistances.Count != 0 && hitDistances != null) {
             for (int x = 0; x < hitDistances.Count; x++) {
                 if (hitDistances [0] >= hitDistances [x] && (hitDistances [0] - hitDistances[x]) > 0.005f ) {
                     hitDistances[0] = hitDistances[x];
                     Debug.Log(hitDistances[0]);
                 }
 
             }
         }
 
         Debug.Log (checkIfCollision);
             
         //Check if camera collids with Clippable layer
         if (checkIfCollision == true) {    
             //Get the distance between player and hit point
             float dis = hitDistances[0];
             //Debug.LogWarning (dis);
             float newPosition = Mathf.SmoothDamp(distanceFromTarget, dis, ref yVelocity, smoothTimeIn);
             //New distance to place camera in
             distanceFromTarget = newPosition;
 
         } else if (checkIfCollision == false) {
             //Dezoom from collision
             float normalPosition = Mathf.SmoothDamp(distanceFromTarget, idealDistanceFromTarget, ref yVelocity, smoothTimeOut);
             distanceFromTarget = normalPosition;
         }
             
 
         //Movement of the camera which influences the player if he's moving, x or y
         horizontalMouse += Input.GetAxis ("Mouse X");
         verticalMouse += Input.GetAxis ("Mouse Y");
         //Clamp y
         verticalMouse = ClampAngle(verticalMouse, yMinLimit, yMaxLimit);
 
         //Calculating the rotation of the camera with smooth transition
         currenRotation = Vector3.SmoothDamp(currenRotation, new Vector3 (verticalMouse, horizontalMouse), ref rotationSmoothVelocity,rotationSmoothTime);
         //Rotate the camera
         transform.eulerAngles = currenRotation;
 
         //Position of the camera
         transform.position = target.position - transform.forward * distanceFromTarget;
 
     }

The camera keeps going from the collision position to the normal one at some frames and I don't know why. Thanks for your help.

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