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Question by unu111 · May 01, 2020 at 08:22 AM · camerathird-personcamera-lookthird-person-camera

Third Person Camera Collision Clips through ground and wall

I ran in to a bit of trouble while making the collision for the camera. I have been trying to figure out a way to make the collision detection in unity until I stopped at Linecast. I have finally figured out the collision detection and now the camera moves near the player when it collider with a wall. But the problem is that if I move really close to the wall/ground, I can see through the wall and ground. I think its due to the Linecast not detecting the collision. And by the time the collision is detected, the camera is halfway through the wall/ground. My Linecast starts at the player and ends at the camera middle point. I am not sure how to resolve this. Here is my full camera script.

 public bool lockCursor;
     public float mouseSensitivity = 10;
     public Transform target;
     public float dstFromTarget = 2;
     public Vector2 pitchMinMax = new Vector2 (-40, 85);
 
     public float rotationSmoothTime = .12f;
     Vector3 rotationSmoothVelocity;
     Vector3 currentRotation;
 
     float yaw;
     float pitch;
 
     public LayerMask collisionMask;
 
     void Start() {
         if (lockCursor) {
             Cursor.lockState = CursorLockMode.Locked;
             Cursor.visible = false;
         }
     }
 
     void LateUpdate()
     {
         yaw += Input.GetAxis("Mouse X") * mouseSensitivity;
         pitch -= Input.GetAxis("Mouse Y") * mouseSensitivity;
         pitch = Mathf.Clamp(pitch, pitchMinMax.x, pitchMinMax.y);
 
         currentRotation = Vector3.SmoothDamp(currentRotation, new Vector3(pitch, yaw), ref rotationSmoothVelocity, rotationSmoothTime);
         transform.eulerAngles = currentRotation;
 
         transform.position = target.position - transform.forward * dstFromTarget;
 
         CameraCollision();
 
     }
 
     void CameraCollision()
     {
 
         RaycastHit hit;
 
         if (Physics.Linecast(target.position, transform.position, out hit, collisionMask))
         {
             transform.position = target.position - transform.forward * hit.distance;
         }
 
     }
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