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- float height = 3f;
- float distance = 5f;
- private void Start()
- {
- myCollider = GetComponent<BoxCollider>();
- myRigidboy = GetComponent<Rigidbody>();
- myCollider.enabled = false;
- myRigidboy.isKinematic = true;
- positionDamping = 10f;
- rotationDamping = 10f;
- StartCoroutine(LateFixedUpdate());
- }
- IEnumerator LateFixedUpdate()
- {
- while(true)
- {
- yield return new WaitForFixedUpdate();
- Follow();
- }
- }
- void Follow()
- {
- //wantedRotation = Quaternion.LookRotation(3Dobject.position -transform.position, 3Dobject.up); // Cam turns with ship
- wantedRotation = Quaternion.LookRotation(3Dobject.position - transform.position); // Cam stays on global up
- wantedPosition = 3Dobject.TransformPoint(0, height, -distance);
- transform.rotation = Quaternion.Slerp(transform.rotation, wantedRotation, Time.deltaTime * rotationDamping);
- transform.position = Vector3.Lerp(transform.position, wantedPosition, Time.deltaTime * positionDamping);
- }
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