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Question by idurvesh · Oct 01, 2015 at 04:49 PM · camera follow

Make camera follow player on curvey/turn path

Hi, i am using following script to follow player,The problem with this script is it do follow player properly when player's X position is fixed but as soon as player make turn to right or left on racing track the camera goes side of player instead of backside of player.

What can I add in my script that it will help Camera follow smoothly behind the player on turns too?

 public class mySmoothFollow : MonoBehaviour
 {
     public Transform myTransform;
     public Transform target;
     public float distance = 20.0f;
     public float height = 5.0f;
     public float heightDamping = 2.0f;
     public float lookAtHeight = 0.0f;
     public float rotationSnapTime = 0.3F;
     public float distanceSnapTime;
     public Vector3 lookAtAdjustVector;
     private float usedDistance;
     float wantedRotationAngle, wantedRotationAngleX;
     float wantedHeight;
     float currentRotationAngle,currentRotationAnglex;
     float currentHeight;
     Quaternion currentRotation;
     Vector3 wantedPosition;
     private float yVelocity = 0.0F;
     private float zVelocity = 0.0F;
     float xVelocity = 0.0f;
 void LateUpdate()
 {
      if ( target == null )
         return;
     if ( myTransform==null )
     {
         myTransform=transform;
     }
     wantedHeight = target.root.position.y + height;
     currentHeight = myTransform.position.y;
     wantedRotationAngle = target.parent.eulerAngles.y;

     currentRotationAngle = myTransform.eulerAngles.y;
     currentRotationAngle = Mathf.SmoothDampAngle(currentRotationAngle, wantedRotationAngle, ref yVelocity, rotationSnapTime);

     wantedRotationAngleX = target.parent.eulerAngles.x;
     currentRotationAnglex = myTransform.eulerAngles.x;
     currentRotationAnglex = Mathf.SmoothDampAngle(currentRotationAnglex, wantedRotationAngleX, ref xVelocity, rotationSnapTime);

     currentHeight = Mathf.Lerp(currentHeight, wantedHeight, heightDamping * Time.deltaTime);
     wantedPosition = target.root.TransformPoint(target.transform.localPosition);
    
     wantedPosition.y +=10;
     usedDistance = Mathf.SmoothDampAngle(usedDistance, distance, ref zVelocity, distanceSnapTime);
     wantedPosition += Quaternion.Euler(currentRotationAnglex, currentRotationAngle, 0) * new Vector3(0, 0, -usedDistance);
    
     myTransform.position = wantedPosition;

// myTransform.LookAt( target.position + lookAtAdjustVector ); } }

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