// Smooth Follow from Standard Assets // If you have C# code and you want to edit SmoothFollow's vars ingame, use this instead. using UnityEngine; 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; public bool clampToFloor; // 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 Start() { } 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 = clampToFloor ? height : 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); } }