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Question by jcordeiro · Sep 17, 2010 at 05:53 PM · camera-movementcar-tutorial

How do I make the view camera look ahead of the car in the car tutorial?

How do I make the camera look ahead when conering, I want to make the camera move back from the view slightly on acceleration and move in closer to the car on braking. I would also like to know how to rotate the camera left or right at the apex of a hairpin or any corner.

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Answer by mak · May 24, 2012 at 07:38 AM

I can only hazard a guess ,I think you would have to expand the smoothfollow.js ,sorry thats all i got ,im a terrible coder ,but I can create anything in a 3D package :p

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Answer by hnm938 · Oct 06, 2018 at 10:59 PM

lol a little too late

 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 using Cinemachine;
 
 public class CameraController : MonoBehaviour {
 
     public bool lookSmoothDamp;
     public bool lookAhead;
 
     public float lookAheadAmmount = 2;
     public float smoothDamp = .3f;
 
     public GameObject playerTarget;
 
     [Range(2, 10)]
     private float cameraFOV;
 
     Camera cam;
     Vector3 velocity = Vector3.zero;
 
 
     void Start () 
     {
         cameraFOV = 5;
         cam = GetComponent<Camera>();
     }
     
     void FixedUpdate () 
     {
         var playerVelocity = playerTarget.GetComponent<Rigidbody2D>().velocity;
 
         Vector3 playerVelocityVector = new Vector3(playerVelocity.x, playerVelocity.y, -10f);
         Vector3 targetPlayerVector = new Vector3(playerTarget.transform.position.x, playerTarget.transform.position.y, -10f);
 
         transform.position = Vector3.SmoothDamp(transform.position, targetPlayerVector + playerVelocityVector, ref velocity, smoothDamp);
         cam.orthographicSize = cameraFOV;
 
         if (lookSmoothDamp == false)
         {
             transform.position = targetPlayerVector;
         }    
 
         if (lookSmoothDamp == true)
         {
             transform.position = Vector3.SmoothDamp(transform.position, targetPlayerVector, ref velocity, smoothDamp);
         }
 
         if (lookAhead == true)
         {
             transform.position = Vector3.SmoothDamp(transform.position, targetPlayerVector + playerVelocityVector * lookAheadAmmount, ref velocity, smoothDamp);
         }
 
         if (Input.GetKeyDown(KeyCode.RightBracket) && cameraFOV < 10) 
         {
             cameraFOV += 1;
         }
 
         if (Input.GetKeyDown(KeyCode.LeftBracket) && cameraFOV > 2)
         {
             cameraFOV -= 1;
         }
 
         if (Input.GetKey(KeyCode.LeftBracket) && Input.GetKey(KeyCode.RightBracket))
         {
             cameraFOV = 5;
         }
     }
 }
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