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Question by Foxion · Aug 29, 2017 at 08:20 AM · cameratransformvector3canvasvelocity

How can i make my crosshair drag behind the camera?

Hello, i am trying to make my crosshairdot drag behind my camera. For example when i turn right, i want the crosshair to be slower and drag behind to the left of the center of the screen, after which it should correct again to the center.

The code below is my first attempt but the Camera.main.transform.forward doesnt seem reliable in determining the direction for the dot. The current code sometimes makes the dot go left when the camera goes left fast enough.

Any help is appreciated.

 using System.Collections;
 using UnityEngine;

  public class Crosshair_Dot_Mover : MonoBehaviour {

 public GameObject crosshairDot;

 float distance = 1;
 double standardX = 142;
 double standardY = 159.5;

 public float dotVectorX;
 public float dotVectorY;

 void Update () {

     dotVectorX = crosshairDot.transform.position.x;
     dotVectorY = crosshairDot.transform.position.y;

     StartCoroutine(DragDot());
     StartCoroutine(PositionToZero());
 }

 IEnumerator DragDot() {

     yield return new WaitForSeconds(0.1f);
     if ((dotVectorX > 130 && dotVectorX < 155) && (dotVectorY > 147 && dotVectorY < 172)) {
         transform.position = transform.position + (Camera.main.transform.forward * -1) * distance / 2;
     }
 }

 IEnumerator PositionToZero() {

     yield return new WaitForSeconds(0.1f);

     if (dotVectorX >= standardX) {
         transform.position += new Vector3(-0.1f, 0, 0);
     } else if (dotVectorX <= standardX) {
         transform.position += new Vector3(0.1f, 0, 0);
     }

     if (dotVectorY >= standardY) {
         transform.position += new Vector3(0, -0.1f, 0);
     } else if (dotVectorY <= standardY) {
         transform.position += new Vector3(0, 0.1f, 0);
     }
 }

}

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avatar image misher · Aug 29, 2017 at 11:31 AM 0
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why don't you attach it with some physics joint ins$$anonymous$$d of hardcoding this behaviour?

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