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Camera shake while following Player
Right now I am using this code in the Main Camera which follows the Player.
using UnityEngine;
using System.Collections;
public class CameraShake : MonoBehaviour {
public float duration = 0.5f;
public float speedBump = 1.0f;
public float magnitude = 0.1f;
void Update(){
if(Input.GetButtonDown("Fire2")){
StartCoroutine(Shake());
}
}
IEnumerator Shake() {
float elapsed = 0.0f;
Vector3 originalCamPos = Camera.main.transform.position;
while (elapsed < duration) {
elapsed += Time.deltaTime;
float percentComplete = elapsed / duration;
float damper = 1.0f - Mathf.Clamp(4.0f * percentComplete - 3.0f, 0.0f, 1.0f);
// map value to [-1, 1]
var x = Random.value * 2.0f - 1.0f;
var y = Random.value * 2.0f - 1.0f;
x *= magnitude * damper * originalCamPos.x;
y *= magnitude * damper * originalCamPos.y;
Camera.main.transform.position = new Vector3(x, y, originalCamPos.z);
yield return null;
}
}
}
Although it does shake when I hit "Fire2", it reverts the the original camera position, then shakes, and only returns following the Player when it is finished shaking. I have tired playing around with this code but haven't gotten any success with it. Thanks!
The way i see it , originalCamPos is of type Vector3 and in the
x *= magnitude * damper * originalCamPos;
line you are multiplying a float value with a Vector3 which i don't suppose is what you want. I think you should change it to
x *= magnitude * damper * originalCamPos.x;
y *= magnitude * damper * originalCamPos.y;
accordingly.
You should try using an animation, make an animation for the camera using the Animation window, and them make it play on awake and loot every time. I don't know if that's what you want but, if you don't want "play on awake" (wich makes the animation play once you start) you can make it play when you press something or when something happens, using scripts.
Answer by Xysch · Dec 02, 2014 at 04:18 PM
This worked instead:
using UnityEngine;
using System.Collections;
public class CameraShake : MonoBehaviour {
private Vector3 originPosition;
private Quaternion originRotation;
public float shake_decay;
public float shake_intensity;
void Update (){
if (Input.GetButtonDown("Fire2")){
ShakeCamera();
}
if (shake_intensity > 0){
transform.position = originPosition + Random.insideUnitSphere * shake_intensity;
transform.rotation = new Quaternion(
originRotation.x + Random.Range (-shake_intensity,shake_intensity) * .2f,
originRotation.y + Random.Range (-shake_intensity,shake_intensity) * .2f,
originRotation.z + Random.Range (-shake_intensity,shake_intensity) * .2f,
originRotation.w + Random.Range (-shake_intensity,shake_intensity) * .2f);
shake_intensity -= shake_decay;
}
}
public void ShakeCamera(){
originPosition = transform.position;
originRotation = transform.rotation;
shake_intensity = .1f;
shake_decay = 0.02f;
}
}
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