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Question by TMOD10 · Mar 17, 2021 at 09:22 PM · cameracodepage

i need help when i move my camera is supposed to follow but it doesn't can someone help me

here is my code i cant figure out how to make the camera follow the player - using UnityEngine;

[RequireComponent(typeof(CharacterController))]

public class SC_TPSController : MonoBehaviour { public float speed = 7.5f; public float jumpSpeed = 8.0f; public float gravity = 20.0f; public Transform playerCameraParent; public float lookSpeed = 2.0f; public float lookXLimit = 60.0f;

 CharacterController characterController;
 Vector3 moveDirection = Vector3.zero;
 Vector2 rotation = Vector2.zero;

 [HideInInspector]
 public bool canMove = true;

 void Start()
 {
     characterController = GetComponent<CharacterController>();
     rotation.y = transform.eulerAngles.y;
 }

 void Update()
 {
     if (characterController.isGrounded)
     {
         // We are grounded, so recalculate move direction based on axes
         Vector3 forward = transform.TransformDirection(Vector3.forward);
         Vector3 right = transform.TransformDirection(Vector3.right);
         float curSpeedX = canMove ? speed * Input.GetAxis("Vertical") : 0;
         float curSpeedY = canMove ? speed * Input.GetAxis("Horizontal") : 0;
         moveDirection = (forward * curSpeedX) + (right * curSpeedY);

         if (Input.GetButton("Jump") && canMove)
         {
             moveDirection.y = jumpSpeed;
         }
     }

     // Apply gravity. Gravity is multiplied by deltaTime twice (once here, and once below
     // when the moveDirection is multiplied by deltaTime). This is because gravity should be applied
     // as an acceleration (ms^-2)
     moveDirection.y -= gravity * Time.deltaTime;

     // Move the controller
     characterController.Move(moveDirection * Time.deltaTime);

     // Player and Camera rotation
     if (canMove)
     {
         rotation.y += Input.GetAxis("Mouse X") * lookSpeed;
         rotation.x += -Input.GetAxis("Mouse Y") * lookSpeed;
         rotation.x = Mathf.Clamp(rotation.x, -lookXLimit, lookXLimit);
         playerCameraParent.localRotation = Quaternion.Euler(rotation.x, 0, 0);
         transform.eulerAngles = new Vector2(0, rotation.y);
     }
 }

}`

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