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Question by awesomeowen · Sep 29, 2018 at 11:00 AM · cameraplayer movementcamera movement

How do I make my cameras parent follow my player?

Hello I am trying to add camera shake but to do this I need to make the camera a child of an empty object but my camera follows my player.How do I make the cameras parent follow the player ?

This is the code for the scrolling(Scrolling Script):

         using System.Collections.Generic;
         using System.Linq;
         using UnityEngine;

       /// <summary>
       /// Parallax scrolling script that should be assigned to a layer
       /// </summary>
       public class ScrollingScript : MonoBehaviour
       {
 /// <summary>
 /// Scrolling speed
 /// </summary>
 public Vector2 speed = new Vector2(10, 10);
 public bool updateOn = true;
 public Vector2 speedDeath = new Vector2(0, 0);
 /// <summary>
 /// Moving direction
 /// </summary>
 public Vector2 direction = new Vector2(-1, 0);
 public Vector2 directionDeath=new Vector2(0,0);
 /// <summary>
 /// Movement should be applied to camera
 /// </summary>
 public bool isLinkedToCamera = false;

 /// <summary>
 /// 1 - Background is infinite
 /// </summary>
 public bool isLooping = false;

 /// <summary>
 /// 2 - List of children with a renderer.
 /// </summary>
 private List<SpriteRenderer> backgroundPart;
 public void death(){
     updateOn = false;

 }
 // 3 - Get all the children




 void Start()
 {
     
     // For infinite background only
     if (isLooping) {
         // Get all the children of the layer with a renderer
         backgroundPart = new List<SpriteRenderer> ();

         for (int i = 0; i < transform.childCount; i++) {
             Transform child = transform.GetChild (i);
             SpriteRenderer r = child.GetComponent<SpriteRenderer> ();

             // Add only the visible children
             if (r != null) {
                 backgroundPart.Add (r);
             }
         }

         // Sort by position.
         // Note: Get the children from left to right.
         // We would need to add a few conditions to handle
         // all the possible scrolling directions.
         backgroundPart = backgroundPart.OrderBy (
             t => t.transform.position.x
         ).ToList ();
     }

 }

 void Update()
 {

     if (updateOn == true) {
     
     
         // Movement
         Vector3 movement = new Vector3 (
                                speed.x * direction.x,
                                speed.y * direction.y,
                                0);

         movement *= Time.deltaTime;
         transform.Translate (movement);

         // Move the camera
         if (isLinkedToCamera) {
             Camera.main.transform.Translate (movement);
         }

         // 4 - Loop
         if (isLooping) {
             // Get the first object.
             // The list is ordered from left (x position) to right.
             SpriteRenderer firstChild = backgroundPart.FirstOrDefault ();


             if (firstChild != null) {
                 // Check if the child is already (partly) before the camera.
                 // We test the position first because the IsVisibleFrom
                 // method is a bit heavier to execute.
                 if (firstChild.transform.position.x < Camera.main.transform.position.x) {
                     // If the child is already on the left of the camera,
                     // we test if it's completely outside and needs to be
                     // recycled.
                     if (firstChild.IsVisibleFrom (Camera.main) == false) {
                         // Get the last child position.
                         SpriteRenderer lastChild = backgroundPart.LastOrDefault ();

                         Vector3 lastPosition = lastChild.transform.position;
                         Vector3 lastSize = (lastChild.bounds.max - lastChild.bounds.min);

                         // Set the position of the recyled one to be AFTER
                         // the last child.
                         // Note: Only work for horizontal scrolling currently.
                         firstChild.transform.position = new Vector3 (lastPosition.x + lastSize.x, firstChild.transform.position.y, firstChild.transform.position.z);

                         // Set the recycled child to the last position
                         // of the backgroundPart list.
                         backgroundPart.Remove (firstChild);
                         backgroundPart.Add (firstChild);
                     }
                 }
             }
         }
     }
     }

   }

This is what I have in Unity:alt text

screen-shot-2018-09-29-at-125653.png (516.1 kB)
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avatar image RocketFriday · Sep 29, 2018 at 11:25 AM 0
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Public float offset;

Update(){ Camerasparent.transform.position = -player.transform.forward + offset;} Along those lines.

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