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smooth follow camera problem in unity iphone
Hi everyone i have a problem in the smooth follow camera when i import my whole project to the unity iphone. there are many errors appear like undefine angle rotation , underfine height.... but the funny things is i do not have all this problems in normal unity even if i build my scene. what could be the problems? do i use the wrong camera script for the third person controller?
here is my smooth camera script:
/* This camera smoothes out rotation around the y-axis and height. Horizontal Distance to the target is always fixed.
There are many different ways to smooth the rotation but doing it this way gives you a lot of control over how the camera behaves.
For every of those smoothed values we calculate the wanted value and the current value. Then we smooth it using the Lerp function. Then we apply the smoothed values to the transform's position. */
// The target we are following var target : Transform; // The distance in the x-z plane to the target var distance = 10.0; // the height we want the camera to be above the target var height = 5.0; // How much we var heightDamping = 2.0; var rotationDamping = 3.0;
// Place the script in the Camera-Control group in the component menu @script AddComponentMenu("Camera-Control/Smooth Follow")
function LateUpdate () { // Early out if we don't have a target if (!target) return;
// Calculate the current rotation angles
wantedRotationAngle = target.eulerAngles.y;
wantedHeight = target.position.y + height;
currentRotationAngle = transform.eulerAngles.y;
currentHeight = transform.position.y;
// Damp the rotation around the y-axis
currentRotationAngle = Mathf.LerpAngle (currentRotationAngle, wantedRotationAngle, rotationDamping * Time.deltaTime);
// Damp the height
currentHeight = Mathf.Lerp (currentHeight, wantedHeight, heightDamping * Time.deltaTime);
// Convert the angle into a rotation
currentRotation = Quaternion.Euler (0, currentRotationAngle, 0);
// Set the position of the camera on the x-z plane to:
// distance meters behind the target
transform.position = target.position;
transform.position -= currentRotation * Vector3.forward * distance;
// Set the height of the camera
transform.position.y = currentHeight;
// Always look at the target
transform.LookAt (target);
}