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Question by d25-green · Apr 13, 2015 at 09:34 PM · c#cameramultiple cameras

Stop a secondary Camera from moving until activated. [C#]

Hi there,

I'm trying to add a second camera into a level that has a different viewpoint than the main camera. What I want to happen is that when the player reaches a certain area, it will switch from the main camera to the second.

I have the collider set up and working, but my problem is that the second camera is moving throughout the level, even though it is not active.

Is there a way to stop the second camera from moving until it is active? Also, how would I be able to have a smooth transition between the two?

Collider Script

 using UnityEngine;
 using System.Collections;
 
 public class CameraCollision : MonoBehaviour {
 
     public Camera camera1;
     public Camera camera2;
 
     // Use this for initialization
     void Start () {
         camera1.enabled = true;
         camera2.enabled = false;
     }
 
     void OnTriggerEnter(Collider other)
     {
         if(other.gameObject.tag == "Player")
         {
             camera1.enabled = false;
             camera2.enabled = true;
         }
     }
     void OnTriggerExit(Collider other)
     {
         if(other.gameObject.tag == "Player")
         {
             camera1.enabled = true;
             camera2.enabled = false;
         }
     }
 }
 

Camera1 Script

 using UnityEngine;
 using System.Collections;
 
 public class FollowCamera : MonoBehaviour 
 {
     public GameObject target;
     public float damping = 1;
     Vector3 offset;
 
     // Use this for initialization
     void Start () 
     {
         offset = target.transform.position - transform.position;
     }
     
     // Update is called once per frame
     void LateUpdate () 
     {
         float currentAngle = transform.eulerAngles.y;
         float desiredAngle = target.transform.eulerAngles.y;
         float angle = Mathf.LerpAngle(currentAngle, desiredAngle, Time.deltaTime * damping);
 
         Quaternion rotation = Quaternion.Euler(0, desiredAngle, 0);
         transform.position = target.transform.position - (rotation * offset);
 
         transform.LookAt(target.transform);
     }
 }
 

Camera2 Script

 using UnityEngine;
 using System.Collections;
 
 public class ColumnCamera : MonoBehaviour 
 {
     public GameObject target;
     public float damping = 1;
     Vector3 offset;
 
     // Use this for initialization
     void Start () 
     {
         offset = transform.position - target.transform.position;
     }
     
     // Update is called once per frame
     void LateUpdate () 
     {
         Vector3 desiredPosition = target.transform.position + offset;
         Vector3 position = Vector3.Lerp(transform.position, desiredPosition, Time.deltaTime * damping);
         transform.position = desiredPosition;
 
         transform.LookAt(target.transform.position);
     }
 }
 
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