Question by
Grayfoox · Nov 15, 2016 at 08:46 AM ·
camerarotationquaternion
camera woobling when i move it around player
Hello, i am turning camera around player object with this script using UnityEngine; using System.Collections;
public class StaticCamera : MonoBehaviour {
public GameObject Player;
public Vector3 offset;
// Use this for initialization
void Start () {
offset = transform.position - Player.transform.position;
}
// Update is called once per frame
void Update () {
//new Vector3(-klickY, klickX)
float klickX = Input.GetAxis("Mouse X");
float klickY = Input.GetAxis("Mouse Y");
float klick = Input.GetAxis("Fire1");
//Debug.Log("Mouse X: " + klickX);
//Debug.Log("Mouse Y: " + klickY);
//Debug.Log("Mous: " + klick);
if (klick != 0){
offset = (transform.position - Player.transform.position) + new Vector3(klickX, -klickY);
transform.LookAt(Player.transform);
offset = Quaternion.Euler(klickY , -klickX, 0) * offset;
}
transform.position = Player.transform.position + offset;
}
}
its works fine, but when i rotate fast around, the camera start "woobling" around because "lookAt()" doesn´t look fast enough, any idea?
i think i should rotate around the point + rotate the camera intantly, but i am not sure how.
btw, my object is ball that rotate around itself.
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