Kamera śledź
public Transform player;
public Vector3 offset;
void LateUpdate()
{
transform.position = player.position + offset;
}
Obnoxious Ocelot
public Transform player;
public Vector3 offset;
void LateUpdate()
{
transform.position = player.position + offset;
}
// CAMERA FOLLOW PLAYER - IN FIXEDUPDATE
Vector3.SmoothDamp(cam.position, transform.position + cameraOffset, ref cameraVelocity, CameraFollowSmoothTime);
cam.position = cam.position + cameraVelocity * Time.deltaTime;
public Transform Target; // Drag the object that will be followed in the inspector.
public Transform Camera; // Drag the camera object in the inspector.
Vector3 tempVec3 = new Vector3(); // Temporary vector 3.
void LateUpdate()
{
// If the target is active in the scene, set the x camera position to target.
if (Target != null)
{
tempVec3.x = Target.position.x;
tempVec3.y = this.transform.position.y;
tempVec3.z = this.transform.position.z;
this.transform.position = tempVec3;
}
// If target is not active in the scene, set the x camera position to itself.
else if (Target == null)
{
tempVec3.x = Camera.position.x;
tempVec3.y = Camera.transform.position.y;
tempVec3.z = Camera.transform.position.z;
Camera.transform.position = tempVec3;
}
}
using UnityEngine;
using System.Collections;
public class Camera_Follow : MonoBehaviour
{
public GameObject player;
private Vector3 offset;
private Vector3 newtrans;
void Start ()
{
offset.x = transform.position.x - player.transform.position.x;
offset.z = transform.position.z - player.transform.position.z;
newtrans=transform.position;
//not taking y as we wont update y position.
}
void LateUpdate ()
{
newtrans.x= player.transform.position.x + offset.x;
newtrans.z= player.transform.position.z + offset.z;
transform.position = newtrans;
}
}