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               Question by 
               abel-solis · Nov 18, 2020 at 08:34 PM · 
                cameracamera-movementcamera rotatecamera-lookcamera rotation  
              
 
              How to allow camera to complete an upside down rotation while using LookAt()
 transform.position = Vector3.MoveTowards(transform.position, targetPoint.position, speed * Time.deltaTime);
         
         Quaternion OriginalRot = transform.rotation;//camera original rotation
         transform.LookAt(targetPoint.position);//stores a vector3 for the rotation camera should have to look towards targetPoint's location
         Quaternion NewRot = transform.rotation;
         transform.rotation = OriginalRot;
         transform.rotation = Quaternion.Lerp(transform.rotation, NewRot, rotateSpeed * Time.deltaTime);
 
               I'm using a script attached to a camera that essentially follows a path comprised of spheres. There's a part of the path where I want the camera to flip upside down but when the camera reaches a certain degree of rotation on the path, it decides to instead re-stabilize and not go upside down. I'm wondering if there's a way to allow the camera to complete that rotation without compromising the LookAt() part of the script that works fine for the rest of the path.
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