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               Question by 
               DewDoughnut · Jul 21, 2019 at 02:13 PM · 
                cameracameras  
              
 
              how to have one script reffer to another
i am making a resident evil style horror. i downloaded a set of ps1 shaders one of them being a billboard so objects follow you around but when the camera switches camera angles its still facing the first camera so i want to change the face to camera 2 by referring to the camera switch.
this is the system for the camera switch
 public class cameraSwitch : MonoBehaviour {
     public Camera Cam1;
     public Camera Cam2;
     // Use this for initialization
     void Start () {
         Cam1.enabled = true;
         Cam2.enabled = false;
     }
     void OnTriggerEnter (Collider player)
     {
         Cam1.enabled = false;
         Cam2.enabled = true;
     }
 }
 
               this is the code for billboard
 public class billboard : MonoBehaviour
 {
 
     void Start ()
     {
         if (billboard.cam == null)
         {
             cam = GameObject.FindGameObjectWithTag("MainCamera").GetComponent<Transform>();
         }
     }
 
     public static Transform cam;
     public Vector3 freeRotation = Vector3.one;
     Vector3 eangles = Vector3.zero;
 
     void LateUpdate()
     {
         this.transform.LookAt(billboard.cam);
         transform.Rotate(0, 180, 0);
         eangles = transform.eulerAngles;
         eangles.x *= freeRotation.x;
         eangles.y *= freeRotation.y;
         eangles.z *= freeRotation.z;
         transform.eulerAngles = eangles;
     }
 }
 
 
               ideally i want somthing like this
 public class billboard : MonoBehaviour
 {
 
     void Start ()
     {
         if (billboard.cam == null)
         {
             if (cameraswitch cam1.active = true){
                             cam = cam1
              }
             if (cameraswitch cam2.active = true){
                             cam = cam2
              }
 
         }
     }
 
     public static Transform cam;
     public Vector3 freeRotation = Vector3.one;
     Vector3 eangles = Vector3.zero;
 
     void LateUpdate()
     {
         this.transform.LookAt(billboard.cam);
         transform.Rotate(0, 180, 0);
         eangles = transform.eulerAngles;
         eangles.x *= freeRotation.x;
         eangles.y *= freeRotation.y;
         eangles.z *= freeRotation.z;
         transform.eulerAngles = eangles;
     }
 }
 
 
              
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