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@ahmadnaser
Created December 29, 2015 07:02
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Allow Camera to Smart smooth follow the player attached to main camera
using UnityEngine;
using System.Collections;
public class PlayerSmoothFollow : MonoBehaviour {
[SerializeField] private Transform target = null;
[SerializeField] private float distance = 20f;
[SerializeField] private float height = 5f;
[SerializeField] private float damping = 5f;
[SerializeField] private bool smoothRotation = true;
[SerializeField] private float rotationDamping = 10.0f;
[SerializeField] private Vector3 targetLookAtOffset; // allows offsetting of camera lookAt, very useful for low bumper heights
[SerializeField] private float bumperDistanceCheck = 2.5f; // length of bumper ray
[SerializeField] private float bumperCameraHeight = 1.0f; // adjust camera height while bumping
[SerializeField] private Vector3 bumperRayOffset; // allows offset of the bumper ray from target origin
/// <Summary>
/// If the target moves, the camera should child the target to allow for smoother movement. DR
/// </Summary>
private void Awake()
{
GetComponent<Camera>().transform.parent = target;
}
private void FixedUpdate()
{
Vector3 wantedPosition = target.TransformPoint(0, height, -distance);
// check to see if there is anything behind the target
RaycastHit hit;
Vector3 back = target.transform.TransformDirection(-1 * Vector3.forward);
// cast the bumper ray out from rear and check to see if there is anything behind
if (Physics.Raycast(target.TransformPoint(bumperRayOffset), back, out hit, bumperDistanceCheck)
&& hit.transform != target) // ignore ray-casts that hit the user. DR
{
// clamp wanted position to hit position
wantedPosition.x = hit.point.x;
wantedPosition.z = hit.point.z;
wantedPosition.y = Mathf.Lerp(hit.point.y + bumperCameraHeight, wantedPosition.y, Time.deltaTime * damping);
}
transform.position = Vector3.Lerp(transform.position, wantedPosition, Time.deltaTime * damping);
Vector3 lookPosition = target.TransformPoint(targetLookAtOffset);
if (smoothRotation)
{
Quaternion wantedRotation = Quaternion.LookRotation(lookPosition - transform.position, target.up);
transform.rotation = Quaternion.Slerp(transform.rotation, wantedRotation, Time.deltaTime * rotationDamping);
}
else
transform.rotation = Quaternion.LookRotation(lookPosition - transform.position, target.up);
}
}
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