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Question by Condore · Sep 10, 2012 at 06:14 PM · cameratransitionactionadventurelocked

Orienting the camera above the player when Locked on

Hey Guys,

I'm currently making a Action/adventure game similar to Zelda/Dark Souls and I was just wondering how I could re-orient my camera, so that when I'm locked onto them, the camera transitions above them so that you can see what exactly the character is now locked onto.

Here's a snippet of my camera script modified from a WOWcamera.cs script.

 using UnityEngine; 
 using System.Collections; 
 
 public class cameraCode : MonoBehaviour 
 { 
     public Transform target; 
     
     public static cameraCode Instance;
     
     public float targetHeight = 1.7f; 
     public float distance = 5.0f;
     public float offsetFromWall = 0.1f;
 
     public float maxDistance = 20; 
     public float minDistance = .6f; 
 
     public float xSpeed = 200.0f; 
     public float ySpeed = 200.0f; 
 
     public int yMinLimit = -80; 
     public int yMaxLimit = 80; 
 
     public int zoomRate = 40; 
 
     public float rotationDampening = 3.0f; 
     public float zoomDampening = 5.0f; 
     
     public LayerMask collisionLayers = -1;
 
     private float xDeg = 0.0f; 
     private float yDeg = 0.0f; 
     private float currentDistance; 
     private float desiredDistance; 
     private float correctedDistance; 
 
     void Start () 
     { 
         Instance = this;
         
         Vector3 angles = transform.eulerAngles; 
         xDeg = angles.x; 
         yDeg = angles.y; 
 
         currentDistance = distance; 
         desiredDistance = distance; 
         correctedDistance = distance; 
 
         // Make the rigid body not change rotation 
         if (rigidbody) 
             rigidbody.freezeRotation = true; 
     } 
     
     /** 
      * Camera logic on LateUpdate to only update after all character movement logic has been handled. 
      */ 
     void LateUpdate () 
     { 
         Vector3 vtargetOffset;
         
        // Don't do anything if target is not defined 
         if (!target) 
             return; 
 
         // If either mouse buttons are down, let the mouse govern camera position  
        
             xDeg += Input.GetAxis ("Mouse X") * xSpeed * 0.02f; 
             yDeg -= Input.GetAxis ("Mouse Y") * ySpeed * 0.02f; 
          
          //otherwise, ease behind the target if any of the directional keys are pressed
         yDeg = ClampAngle (yDeg, yMinLimit, yMaxLimit); 
 
         // set camera rotation 
         Quaternion rotation = Quaternion.Euler (yDeg, xDeg, 0); 
 
         // calculate the desired distance 
         desiredDistance -= Input.GetAxis ("Mouse ScrollWheel") * Time.deltaTime * zoomRate * Mathf.Abs (desiredDistance); 
         desiredDistance = Mathf.Clamp (desiredDistance, minDistance, maxDistance); 
         correctedDistance = desiredDistance; 
 
         // calculate desired camera position
         vtargetOffset = new Vector3 (0, -targetHeight, 0);
         Vector3 position = target.position - (rotation * Vector3.forward * desiredDistance + vtargetOffset); 
 
         // check for collision using the true target's desired registration point as set by user using height 
         RaycastHit collisionHit; 
         Vector3 truetargetPosition = new Vector3 (target.position.x, target.position.y + targetHeight, target.position.z); 
 
         // if there was a collision, correct the camera position and calculate the corrected distance 
         bool isCorrected = false; 
         if (Physics.Linecast (truetargetPosition, position, out collisionHit, collisionLayers.value)) 
         { 
             // calculate the distance from the original estimated position to the collision location,
             // subtracting out a safety "offset" distance from the object we hit.  The offset will help
             // keep the camera from being right on top of the surface we hit, which usually shows up as
             // the surface geometry getting partially clipped by the camera's front clipping plane.
             correctedDistance = Vector3.Distance (truetargetPosition, collisionHit.point) - offsetFromWall; 
             isCorrected = true;
         }
         // For smoothing, lerp distance only if either distance wasn't corrected, or correctedDistance is more than currentDistance 
         currentDistance = !isCorrected || correctedDistance > currentDistance ? Mathf.Lerp (currentDistance, correctedDistance, Time.deltaTime * zoomDampening) : correctedDistance; 
 
         // keep within legal limits
         currentDistance = Mathf.Clamp (currentDistance, minDistance, maxDistance); 
 
         // recalculate position based on the new currentDistance 
         position = target.position - (rotation * Vector3.forward * currentDistance + vtargetOffset); 
         
         transform.rotation = rotation; 
         transform.position = position; 
     }
     
     public void TargetLock()
     {
        float targetRotationAngle = target.eulerAngles.y; 
        float currentRotationAngle = transform.eulerAngles.y; 
        xDeg = Mathf.LerpAngle (currentRotationAngle, targetRotationAngle, rotationDampening * Time.fixedDeltaTime);
        
         
     }
 
     private static float ClampAngle (float angle, float min, float max) 
     { 
         if (angle < -360) 
             angle += 360; 
         if (angle > 360) 
             angle -= 360; 
         return Mathf.Clamp (angle, min, max); 
     } 
 } 
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avatar image Condore · Sep 19, 2012 at 02:22 AM 0
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Still haven't figured this one out guys. I've tried creating two empty gameObjects and tranfor$$anonymous$$g the position of the camera to those two points, but it doesn't work... I'm really stumped on this one.

Is there anyone who knows how I might implement this?

avatar image justinl · Sep 19, 2012 at 05:17 AM 0
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What is your specific problem?

avatar image Condore · Oct 10, 2012 at 06:27 PM 0
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This has all been solved I'm sorry I didn't respond for some, time but, my instructor at my school helped me with most of my camera problems.

Thank you for trying to help though.

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Answer by Condore · Nov 09, 2012 at 11:46 PM

Problem was solved with one of my mentors on campus here. Thanks all!

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