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               Question by 
               UnitySanta · Feb 04, 2015 at 01:49 PM · 
                camerasmoothorbit  
              
 
              Camera setting
Hi, Right now, I have a planet which has a sphere orbit it. I have set the camera also orbiting the planet too. I want my camera follows behind the sphere and see the sphere and the planet as background. Below is my code, and the effect is unstable and sometimes the screen will shake. Can somebody give me a better script that the camera will look smoother to the sphere? Thanks!!
public class CameraControl : MonoBehaviour { public Transform center; void Start () { transform.LookAt (center); } void Update () { transform.LookAt (center); } }
               Comment
              
 
               
              found this. may help
     public class SmoothFollow : $$anonymous$$onoBehaviour {
             public Transform target;    // The target we are following
             public float distance;      // The distance from the target along its Z axis
             public float height;        // the height we want the camera to be above the target
             public float positionDamping;   // how quickly we should get to the target position
             public float rotationDamping;   // how quickly we should get to the target rotation
             Rigidbody rBody;
            
             void Awake() {
                 rBody = GetComponent<Rigidbody>();
             }
            
             // Use this for public variable initialization
             public void Reset() {
                 distance = 3;
                 height = 1;
                 positionDamping = 6;
                 rotationDamping = 60;
             }
          
             // LateUpdate is called once per frame
             public void FixedUpdate () {
                 ensureReferencesAreIntact();
                 #region Get Transform $$anonymous$$anipulation
                 // The desired position
                 Vector3 targetPosition = target.position + target.up * height - target.forward * distance;
                 // The desired rotation
                 Quaternion targetRotation = Quaternion.LookRotation(target.position-transform.position, target.up);
                 #endregion
          
                 #region $$anonymous$$anipulate Transform
                 rBody.position = Vector3.$$anonymous$$oveTowards(rBody.position, targetPosition, positionDamping * Time.deltaTime);
                 rBody.rotation = Quaternion.RotateTowards(rBody.rotation, targetRotation, rotationDamping * Time.deltaTime);
                 #endregion
             }
          
             // Checks to make sure all required references still exist and disables the script if not
             private void ensureReferencesAreIntact() {
                 if (target == null) {
                     Debug.LogError("No target is set in the SmoothFollow Script attached to " + name);
                     this.enabled = false;
                 }
             }
         }
 
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