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Question by klobbi1212 · Oct 06, 2019 at 01:14 PM · camera follow

Follower camera looking from frontside to a character

I used a smoothfollow script and try to set it up, so the camera is in front of the object looking at it, by changing the distance to -3, but it flickers between front and back and is not usable. Any idea why this does not work like I want ?

 // Smooth Follow from Standard Assets
 
 using UnityEngine;
 using System.Collections;
 
 public class smoothFollow : MonoBehaviour {
     // The target we are following
     public Transform target;
     // The distance in the x-z plane to the target
     public float distance = -3.0f;
     // the height we want the camera to be above the target
     public float height = 1.0f;
     // How much we
     public float heightDamping = 1.0f;
     public float rotationDamping = 3.0f;
 
     // Place the script in the Camera-Control group in the component menu
     [AddComponentMenu("Camera-Control/XXXSmoothFollow")]
 
     void LateUpdate() {
         // Early out if we don't have a target
         if (!target)
             return;
 
         // Calculate the current rotation angles
         float wantedRotationAngle = target.eulerAngles.y;
         float wantedHeight = target.position.y + height;
 
         float currentRotationAngle = transform.eulerAngles.y;
         float currentHeight = transform.position.y;
 
         // Damp the rotation around the y-axis
         currentRotationAngle = Mathf.LerpAngle(currentRotationAngle, wantedRotationAngle, rotationDamping * Time.deltaTime);
         // Damp the height
         currentHeight = Mathf.Lerp(currentHeight, wantedHeight, heightDamping * Time.deltaTime);
 
         // Convert the angle into a rotation
         var currentRotation = Quaternion.Euler(0, currentRotationAngle, 0);
         // Set the position of the camera on the x-z plane to:
         // distance meters behind the target
         transform.position = target.position;
         transform.position -= currentRotation * Vector3.forward * distance;
 
         // Set the height of the camera
         transform.position = new Vector3(transform.position.x, currentHeight, transform.position.z);
         // Always look at the target
         transform.LookAt(target);
     }
 }

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Answer by SpaceManDan · Oct 06, 2019 at 05:30 PM

Use this script instead. http://wiki.unity3d.com/index.php/SmoothFollow2

Move the target into the public field, hit play and then toggle the followBehind checkbox. It will switch between front and back.

 public Transform target;
 public float distance = 3.0f;
 public float height = 3.0f;
 public float damping = 5.0f;
 public bool smoothRotation = true;
 public bool followBehind = false;
 public float rotationDamping = 10.0f;


 void LateUpdate()
 {
     target.transform.position = new Vector3(target.transform.position.x, target.transform.position.y, target.transform.position.z + Time.deltaTime);

     Vector3 wantedPosition;
     if (followBehind)
         wantedPosition = target.TransformPoint(0, height, -distance);
     else
         wantedPosition = target.TransformPoint(0, height, distance);

     transform.position = Vector3.Lerp(transform.position, wantedPosition, Time.deltaTime * damping);

     if (smoothRotation)
     {
         Quaternion wantedRotation = Quaternion.LookRotation(target.position - transform.position, target.up);
         transform.rotation = Quaternion.Slerp(transform.rotation, wantedRotation, Time.deltaTime * rotationDamping);
     }
     else transform.LookAt(target, target.up);
 }
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Answer by klobbi1212 · Oct 06, 2019 at 06:00 PM

thx, I will try, but since I am beginner, i didnt know about cinemachine. may this is what i need?

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