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Question by Sean Southard · May 08, 2014 at 03:53 AM · camerarotaterotatearound

Moving Sphere Camera

OK I have a rolling sphere and I want a camera to follow it and have some nice mouse rotations without losing the spheres rotations. When I put in this though

 public Transform sphere;
 public float speed = 60f;
 ...
 
 LateUpdate(){
 
             transform.RotateAround(sphere.position, new Vector3(0,1,0) , 
                    Input.GetAxis("Mouse X") * speed * Time.deltaTime);
 }

the camera will just fall behind since it's not constantly updating the position. Are there any kind of work arounds for what I'm trying to do? I've also tried making a child sphere of this sphere that would have the material renderer but I realized I didn't know what I was doing when it wouldn't even follow the parent.

I also tried making the camera a simple child of the sphere but then it rolls with it.

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Answer by robertbu · May 08, 2014 at 04:06 AM

Try this:

 using UnityEngine;
 using System.Collections;
 
 public class Example : MonoBehaviour {
     public Transform sphere;
     public float speed = 60f;
 
     private Vector3 dir;
 
     void Start() {
         dir = transform.position - sphere.position;
     }
 
     void LateUpdate() {
         float rot = Input.GetAxis("Mouse X");
         if (Mathf.Abs (rot) > .01f) {
             Quaternion q = Quaternion.AngleAxis(rot * speed * Time.deltaTime, Vector3.up);
             dir = q * dir;
             transform.rotation = q * transform.rotation;
         }
         transform.position = sphere.position + dir;
     }
 }

Note this code assumes the camera is positioned the right distance and angle in the Editor.

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avatar image Sean Southard · May 08, 2014 at 04:15 AM 0
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That did the trick, thanks man that was making me crazy for about two hours now.

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