Question by 
               Niek_S · Aug 23, 2017 at 08:55 AM · 
                cameraballthird person controllerthirdpersoncontrollerthird-person-camera  
              
 
              Thirdperson camera follow ball
 Hi, 
 I followed the ballgame tutorial on unity and a tutorial from John Mac :Unity Third Person Control.
 I'm trying to combine these tutorials. with a camera like Zelda on a rotating ball.
 This is not working yet, when I hit play the camera gets wobbly. 
 I Think it is in the line :transform.position = Vector3.Lerp (transform.position, targetPosition, Time.deltaTime * smooth );
 I know people asked many questions about the rolling ball, but can someone please help me further with this one.
 using UnityEngine;
 
 public class Camera_ball_follow : MonoBehaviour {
 
     // Use this for initialization
     #region Variables (private)
 
     [SerializeField]
     private float distanceAway;
     [SerializeField]
     private float distanceUp;
     [SerializeField]
     private float smooth;
     [SerializeField]
     private Transform follow;
     private Vector3 targetPosition;
 
     #endregion
 
     void Start () 
     {
         follow = GameObject.FindWithTag("EmptyHelper").transform;    
     
     
     }
     
     // Update is called once per frame
     void Update () 
     {
         
     }
     void OnDrawGizmos ()
     {
     
     }
 
     void LateUpdate ()
     { //setting the target position to be the correct offset from the ball
         targetPosition = follow.position + Vector3.up * distanceUp - follow.forward * distanceAway;
         Debug.DrawRay (follow.position, Vector3.up * distanceUp, Color.red);
         Debug.DrawRay (follow.position, -1f * Vector3.forward * distanceAway, Color.blue);
         Debug.DrawLine (follow.position, targetPosition, Color.magenta);
         //making a smooth transition between its current position and the position it wants to be in
 
         transform.position = Vector3.Lerp (transform.position, targetPosition, Time.deltaTime * smooth );
 
         //makes sure the camera looks the right way
         transform.LookAt (follow);
     }
 }
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