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Question by cdrandin · Dec 25, 2012 at 05:16 PM · camera

Try to create a 2.5D camera perspective

So, as the title suggest I want to maintain 2D movements while using 3D models to obtain depth in my game, the camera will be tilted and follow the player horizontally and some restrictions on vertical movement.

I have been looking over some tutorials for a couple of days now and nothing really advance. I was wondering what are some nice references to help me build this camera + player object.

How I was hoping to get this working as to have an object and my "player" and have the camera follow the player. So, the player's movement is translated to the camera's movement as well.

The thing is I have sort of got it working, but when I add in a rigidbody into my "player" it tends to wobble completely out of control and it is a big mess keeping it straight up. My player so far is a capsule since I have no art, but I just want to get the logic down. Also, what are some dependencies that one might need for creating this type of camera. I understand the basic speed, jumpSpeed, etc.

Thanks in advance.

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Answer by elephantatwork · Dec 25, 2012 at 07:24 PM

Just try something like this:

     public GameObject playerObject;
     public float cameraOffset = 5.0F;
 
     void Update(){
 
         Vector3 cameraPosition = new Vector3(playerObject.transform.position.x, playerObject.transform.position.y, playerObject.transform.position.z + cameraOffset);
         camera.transform.position = cameraPosition;
     }

With this the cam just follows the player in an offset in the z-axis. For enhancements you could use a smooth and interpolate with the current and possible future position of the camera and make it a lot smoother, look into the function Mathf.SmoothDamp() Link to the Unity Scripting Ref

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