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Question by ItsKhanny · Nov 02, 2015 at 01:33 PM · c#cameracollider

How to make main camera move towards player if it hits a game object.

How do I make a GTA style camera where if it hits the wall, it moves in, then when I move away, the camera moves back to its original position.

I don't know how to do it. and thanks in advanced

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avatar image Fire_Cube · Nov 02, 2015 at 01:45 PM 0
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I'm also working on something like this, the best solution i found for now is to add a sphere collider and a rigidbody to the camera, so it don't go into the walls, but there should be a beter solution...

avatar image ItsKhanny Fire_Cube · Nov 02, 2015 at 02:00 PM 0
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Im have that, but I want the player to be able to move all the way to the wall, not stop because the camera stops.

avatar image Fire_Cube · Nov 02, 2015 at 02:20 PM 0
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I see... a possibility is to make a script that try to move the position of the camera :

 public class FollowGameobject : $$anonymous$$onoBehavior
 {
     public Transform toFollow;
 
     Vector3 toFollowLastPos;
 
     Vector3 deltaPos
 {
     get{ return toFollow.position - toFollowLastPos; }
 }
 
     Rigidbody rig;
 
     void Start()
     {
        rig = GetComponent<Rigidbody>();
     }
 
     void Update()
     {
         rig.$$anonymous$$ovePosition(transform.position + deltaPos);
         
 
          toFollowLastPos = toFollow.position;
     }
 }

this shouln't stop the player if camera is against the wall, but the camera will stay at her actual position if the player move away from the wall.

I give you this while writting the rest ofn the script...

avatar image Fire_Cube · Nov 02, 2015 at 02:37 PM 0
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Okay, there is the script, but i can't test it on the computer i actually have(....)

 using UnityEngine;
 //...
 
 public class FollowGameobject : $$anonymous$$onoBehavior
 {
     public Transform toFollow;
 
     float distanceToPlayer;
 
     Vector3 toFollowLastPos;
 
     Vector3 deltaPos
     {
         get { return toFollow.position - toFollowLastPos; }
     }
 
     float height
     {
         get { return toFollow.position.y - transform.position.y}
     }
 
     float distanceOnXZ
     {
         //pythagore
         get { return $$anonymous$$athf.Sqr($$anonymous$$athf.Pow(distanceToPlayer, 2) - $$anonymous$$athf.Pow(height, 2)); }
     }
 
     Rigidbody rig;
 
     bool isColliding = false;
 
     void Start()
     {
         rig = GetComponent<Rigidbody>();
         toFollowLastPos = toFollow.position;
         distanceToPlayer = Vector3.Distance(toFollowLastPos, transform.position);
     }
 
     void Update()
     {
         if (!isColliding)
         {
             Vector3 centerAtHeight = new Vector3(toFollow.position.x, transform.position.y, toFollow.position.z);
 
             Vector3 vectorCenterToPos = transform.position - centerAtHeight;
 
             Vector3 vectorToAddFromCenterToGetPos = vectorCenterToPos.normalized * distanceOnXZ;
 
             rig.$$anonymous$$ovePosition(centerAtHeight + vectorToAddFromCenterToGetPos);
         }
         else
             rig.$$anonymous$$ovePosition(transform.position + deltaPos);
 
 
         toFollowLastPos = toFollow.position;
     }
 
 
     void OnCollisionStay(Collision col)
     {
         //check of the good layer?
         isColliding = true;
     }
     void OnCollisionExit(Collision col)
     {
         //check layer...
         isColliding = false;
         //no need for check if the object is multi colliding, if it's the case, 'OnCollisionStay' will put it backto false
     }
 }

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