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Question by alexanderameye · May 18, 2014 at 04:33 PM · c#cameramonodevelopsmooth

Problem with Camera Transition (First-person to third-person, with Slerp)

I have this code before the Start() function:

 //CAMERAS
 public Camera ThirdPerson;
 public Camera FirstPerson;
 private bool Camerastate = true;
 private float time = 5f;

And this code in the Update():

 //CAMERAS
         //Sets the Camerastate to the opposite of the current Camerastate
         if(Input.GetKeyDown(KeyCode.Tab))
         {
             Camerastate = !Camerastate;
         }
 
         if(Camerastate == true)
         {
             transform.position = Vector3.Slerp(transform.position, ThirdPerson.transform.position, time * Smooth);
             transform.rotation = Quaternion.Slerp(transform.rotation, ThirdPerson.transform.rotation, time * Smooth);
 
             ThirdPerson.enabled = true;
             FirstPerson.enabled = false;
             Debug.Log("Third");
         }
         
 
 
 
         else
         {
 
             transform.position = Vector3.Slerp(transform.position, FirstPerson.transform.position, time * Smooth);
             transform.rotation = Quaternion.Slerp(transform.rotation, FirstPerson.transform.rotation, time * Smooth);
 
             
             ThirdPerson.enabled = false;
             FirstPerson.enabled = true;
             Debug.Log("First");
             
 
 
         }

The camera goes well from first person to thirdperson when I press "tab", but it doesn't go smoothly from thirdperson to firstperson. Anyone can help me with this? Thank you very much!

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Answer by Sprakle · May 18, 2014 at 05:00 PM

I would go about it in a different way to reduce code duplication. (and probably fix your issue)

  • Have one camera and two "marker" gameobjects it can be at

  • When you want to transition to a different mode (first/third person) set a different marker as the goal

  • Make the camera always lerp towards whatever marker is its goal

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avatar image alexanderameye · May 18, 2014 at 07:28 PM 0
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Thanks! I got it kinda to work with your method, but I have one little bug to fix. But thanks for the answer!

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