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Question by Nosmo · Aug 27, 2016 at 06:55 AM · cameraplayercamera-movementsmoothanmation

moving the camera smoothly to players current position in unity

I'm trying to move the camera after the player is teleported to a new location so the camera pulls out from its current location and then moves in to the players new position in a smooth motion.

Ive tried the animation and it automatically moves in spite of me add a trigger to start the animation. I modelled it on a set of door animations i found online.

If anyone has any tips or knows of any tutorials that could help me i would be very grateful

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avatar image DavidWatts · Aug 27, 2016 at 08:19 AM 0
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are you doing this in 2d or 3d?

avatar image Nosmo DavidWatts · Aug 29, 2016 at 12:02 PM 0
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it's in 3D, i need the camera to pull back and then move in a "U" shape arc to where the player has spawned/re-spawned to

avatar image mj321 · Aug 27, 2016 at 09:10 AM 0
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I have a small routine that does this without an animation. $$anonymous$$aybe you can adjust it for your needs.

 public IEnumerator FlyTo( Transform start, Transform end, float duration )
 {
   Vector3 start_position = start.position;
   Vector3 end_position = end.position;
 
   float elapsed = 0;
   while (elapsed < duration)
   {
     float v = elapsed / duration;
     start.position = Vector3.Lerp( start_position, end_position, v * v * (3.0f - 2.0f * v) );
     elapsed += Time.deltaTime;
     yield return null;
   }
   start.position = end.position;
 }

It must be called as a Coroutine.

Also this doesn't animate the rotation, just the position, but it should be easy to add that based on Quaternion.Lerp()

avatar image DavidWatts mj321 · Aug 27, 2016 at 09:14 AM 1
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that 2nd lerp is a bit useless it will always return t

avatar image mj321 DavidWatts · Aug 27, 2016 at 09:29 AM 0
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Thanks, you're right.

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Answer by Imankit · Aug 27, 2016 at 09:23 AM

use this script on your camera. Its by far the best smooth follow script.

  using UnityEngine;
     using System.Collections;
     
     public class SmoothFollow : MonoBehaviour {
         
         // The target we are following
         public Transform target;
         // The distance in the x-z plane to the target
         public float distance = 10.0f;
         // the height we want the camera to be above the target
         public float height = 5.0f;
         // How much we 
         public float heightDamping = 2.0f;
         public float rotationDamping = 3.0f;
     
         // Place the script in the Camera-Control group in the component menu
         [AddComponentMenu("Camera-Control/Smooth Follow")]
     
         void LateUpdate () {
             // Early out if we don't have a target
             if (!target) return;
     
             // Calculate the current rotation angles
             float wantedRotationAngle = target.eulerAngles.y;
             float wantedHeight = target.position.y + height;
     
             float currentRotationAngle = transform.eulerAngles.y;
             float currentHeight = transform.position.y;
     
             // Damp the rotation around the y-axis
             currentRotationAngle = Mathf.LerpAngle(currentRotationAngle, wantedRotationAngle, rotationDamping * Time.deltaTime);
         
             // Damp the height
             currentHeight = Mathf.Lerp(currentHeight, wantedHeight, heightDamping * Time.deltaTime);
     
             // Convert the angle into a rotation
             var currentRotation = Quaternion.Euler(0, currentRotationAngle, 0);
         
             // Set the position of the camera on the x-z plane to:
             // distance meters behind the target
             transform.position = target.position;
             transform.position -= currentRotation * Vector3.forward * distance;
     
             // Set the height of the camera
             transform.position = new Vector3(transform.position.x,currentHeight,transform.position.z);
         
             // Always look at the target
             transform.LookAt(target);
         }
     }

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Answer by Nosmo · Aug 29, 2016 at 12:18 PM

thanks for the help, ill try both suggestions and see what is best for my needs

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