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How to lock the y axis in camera script?
Need help with locking the y axis to 1 (camera script) in a 2D game. At the moment it is set to 1 but when my character jumps over 1 the camera moves up when he gets over 1.
using UnityEngine;
using System.Collections;
public class Camera2DFollow : MonoBehaviour {
public Transform target;
public float damping = 1;
public float lookAheadFactor = 3;
public float lookAheadReturnSpeed = 0.5f;
public float lookAheadMoveThreshold = 0.1f;
public float yPosRestriction = 1;
float offsetZ;
Vector3 lastTargetPosition;
Vector3 currentVelocity;
Vector3 lookAheadPos;
float nextTimeToSearch = 0;
// Use this for initialization
void Start () {
lastTargetPosition = target.position;
offsetZ = (transform.position - target.position).z;
transform.parent = null;
}
// Update is called once per frame
void Update () {
if (target == null) {
FindPlayer ();
return;}
// only update lookahead pos if accelerating or changed direction
float xMoveDelta = (target.position - lastTargetPosition).x;
bool updateLookAheadTarget = Mathf.Abs(xMoveDelta) > lookAheadMoveThreshold;
if (updateLookAheadTarget) {
lookAheadPos = lookAheadFactor * Vector3.right * Mathf.Sign(xMoveDelta);
} else {
lookAheadPos = Vector3.MoveTowards(lookAheadPos, Vector3.zero, Time.deltaTime * lookAheadReturnSpeed);
}
Vector3 aheadTargetPos = target.position + lookAheadPos + Vector3.forward * offsetZ;
Vector3 newPos = Vector3.SmoothDamp(transform.position, aheadTargetPos, ref currentVelocity, damping);
newPos = new Vector3 (newPos.x, Mathf.Clamp (newPos.y, yPosRestriction, Mathf.Infinity), newPos.z);
transform.position = newPos;
lastTargetPosition = target.position;
}
void FindPlayer () {
if (nextTimeToSearch <= Time.time) {
GameObject searchResult = GameObject.FindGameObjectWithTag ("Player");
if (searchResult != null)
target = searchResult.transform;
nextTimeToSearch = Time.time + 0.5f;
}
}
}
Answer by ahmedbenlakhdhar · Dec 12, 2014 at 08:53 PM
Try to overwrite the modified value of the camera's Y
axis position, by setting it to 1 in the end of Update
.
transform.position = new Vector3(transform.position.x, 1, transform.position.z);
Answer by osamarana · Aug 11, 2015 at 01:43 PM
You can emit ray cast from object that is your player . And follow camera at the hit point . Hit point should be ground . Now whenever your player jumps the hit point stays on ground .
RaycastHit2D hit = Physics2D.Raycast (player.transform.position, Vector2.down, Mathf.Infinity, 1 << LayerMask.NameToLayer ("Ground"));
Vector3 pos = new Vector3 (hit.point.x + xOffset, hit.point.y + yOffset , -10);
transform.position= pos;
}
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