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Question by Tim.Holman · Aug 31, 2011 at 03:53 PM · camerarotatefollowball

Camera follow rotating ball

What is the most efficient way of making a camera follow a rotating ball without any jerkiness? I've tried smooth follow (and countless other methods) but the camera is still very jittery. Basically, I need the camera to follow my rotating ball from a set distance behind. How might I go about this? Any suggestions would be greatly appreciated. Thanks!

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Answer by Tim.Holman · Aug 31, 2011 at 05:18 PM

I figured out a way to achieve this. I took an empty game object and set it's coordinates to match that of the golf ball. (I didn't attach it, as that would also translate rotation). Then, I attached the smooth follow script to the camera (which can be found in the standard assets) and made the empty game object the target. All set... for now.

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Answer by genetixsparkz · Aug 31, 2011 at 04:10 PM

in unity editor take the camera and drag it on top of the ball, that makes the camera a child of the ball, now the camera's position is local not world, its position is always relative to the ball. so even though it's position is 1,10,0 thats 1 away,10 away,0 away from the ball always, if the ball moves it moves.

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avatar image Tim.Holman · Aug 31, 2011 at 04:21 PM 0
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I am well aware of this concept. It is actually better practice to keep the camera seperate from the game object and control it through a script. In either case, I need my camera to follow the ball WITHOUT rotating with it. Think of it as an invisible $$anonymous$$ther that keeps the camera directly behind the ball at all times... I'm probably over thinking this one as it should be a simple fix.

avatar image genetixsparkz · Aug 31, 2011 at 05:14 PM 0
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contraint rotation around all axis's?

assu$$anonymous$$g you attach a rigidbody to the camera (even an empty shell for this purpose alone

camera.rigidbody.constraint

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