SmoothDamp not going to target position
I'm trying to smoothly change my cameras position and I'm having trouble with smoothdamp. My code works how I want it to if I just set the new position of the camera instantly, but when I try to use the SmoothDamp method the camera goes mostly to ground level and is shaking. Here's my script.
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 = 10.0f;
// the height we want the camera to be above the target
public float height = 5.0f;
// How much we
public float heightDamping = 2.0f;
public float rotationDamping = 3.0f;
public float posDamp = 100f;
public float smoothTime = 0.3f;
Vector3 velocity = Vector3.zero;
Vector3 mousePos;
// Place the script in the Camera-Control group in the component menu
[AddComponentMenu("Camera-Control/Smooth Follow")]
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;
mousePos = Input.mousePosition;
mousePos.x -= Screen.width / 2;
mousePos.y -= Screen.height / 2;
Vector3 newPos = transform.TransformPoint((mousePos.x / posDamp), 0, transform.position.z + (mousePos.y / (posDamp / 1.5f)));
newPos = new Vector3(transform.position.x + (mousePos.x / posDamp), currentHeight, transform.position.z + (mousePos.y / (posDamp / 1.5f)));
Debug.Log(newPos);
// Set the height of the camera
//transform.position = new Vector3(transform.position.x + (mousePos.x / posDamp), currentHeight, transform.position.z + (mousePos.y / (posDamp / 1.5f)));
//// Set the height of the camera
transform.position = Vector3.SmoothDamp(transform.position, newPos, ref velocity, smoothTime);
}
}
I tried setting the vector using transform point and then I tried to just create a new vector3. Neither worked.
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