Create an C# file with the follow script and drag to the camara inspector. then set the target.
using UnityEngine;
using System.Collections;
public class SmoothFollow : MonoBehaviour {
// The target
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);
}
}
Experimental controller
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Cube : MonoBehaviour {
public float moveSpeed;
public float rotateSpeed;
public float Speed;
void Update()
{
transform.Translate(
moveSpeed*Input.GetAxis("Horizontal")*Time.deltaTime,
moveSpeed*Input.GetAxis("Vertical")*Time.deltaTime,
Speed*Input.GetAxis("Jump")*Time.deltaTime
);
transform.Rotate(
rotateSpeed*Input.GetAxis("Vertical")*Time.deltaTime,
rotateSpeed*Input.GetAxis("Horizontal")*Time.deltaTime,
0f
);
}
}
The transforms has three axis, two of which are connected