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Unity - Simple third-person camera
using UnityEngine;
using System.Collections;
public class CameraMan : MonoBehaviour
{
//Camera positioning parameters
private float m_distanceAway = 3.0f;
private float m_distanceUp = 1.5f;
private float m_heightOffset = 0.0f;
private float m_smooth = 4.0f;
//Position of the character and the target to look
public GameObject m_characterPos;
public Transform m_target;
//Position of the camera based on the collision avoidance
private Vector3 m_camPosWanted;
//Variables that stores the raycast informations
RaycastHit m_hitWall;
RaycastHit m_hitUp;
public void Start()
{
m_hitWall = new RaycastHit();
m_hitUp = new RaycastHit();
}
public void Update()
{
//For collision avoidance we need 2 values: the distanceUp of the camera and the wanted position
Vector3 characterOffset = m_target.position + new Vector3(0f, m_distanceUp - m_heightOffset, 0f);
drawDebugLines (characterOffset);
m_camPosWanted = m_target.position + (m_target.up * (m_distanceUp - m_heightOffset)) - (m_target.forward * m_distanceAway);
collisionAvoidance(characterOffset, ref m_camPosWanted);
//Positionig and orienting the camera
transform.position = Vector3.Lerp(transform.position, m_camPosWanted, Time.deltaTime * m_smooth);
transform.LookAt(m_target);
}
private void collisionAvoidance(Vector3 fromObject, ref Vector3 toTarget)
{
//Camera Wall avoidance - raycast from the back of the character and from characterOffset to camPosWanted
if(Physics.Linecast(fromObject, toTarget, out m_hitWall) ||
Physics.Raycast(m_characterPos.transform.position, -m_characterPos.transform.forward, out m_hitWall, 3.0f))
{
toTarget = new Vector3(m_hitWall.point.x, toTarget.y, m_hitWall.point.z);
}
//Camera Ceil avoidance - raycast from the up of the character and from the up of the camera
if (Physics.Raycast(transform.position, Vector3.up,out m_hitUp, 1.0f) ||
Physics.Raycast (m_characterPos.transform.position, Vector3.up, out m_hitUp, 2.0f))
{
if (m_hitUp.collider.gameObject.layer != LayerMask.NameToLayer("Player"))
{
if (m_camPosWanted.y > m_hitUp.distance)
{
Debug.Log("Ceil");
m_heightOffset += 0.2f; //adjusting the height
}
}
}
else
{
if (m_heightOffset != 0.0f) //height back to normal
{
m_heightOffset -= 0.1f;
if(m_heightOffset < 0.0f)
m_heightOffset = 0.0f;
}
}
}
void OnGUI()
{
GUI.Label(new Rect(225, 20, 100.0f, 30.0f), "Smoothness");
GUI.Label(new Rect(225, 50, 100.0f, 30.0f), "Distance up");
GUI.Label(new Rect(225, 80, 100.0f, 30.0f), "Distance away");
GUI.color = new Color(1,0,0);
m_smooth = GUI.HorizontalSlider (new Rect (20, 20, 200, 20), m_smooth, 1.0f, 10.0f);
GUI.color = new Color(0,1,0);
m_distanceUp = GUI.HorizontalSlider (new Rect (20, 50, 200, 20), m_distanceUp, 1.0f, 10.0f);
GUI.color = new Color(0,0,1);
m_distanceAway = GUI.HorizontalSlider (new Rect (20, 80, 200, 20), m_distanceAway, 1.0f, 10.0f);
}
void drawDebugLines(Vector3 charOffset)
{
//Camera positioning
Debug.DrawLine(m_target.position, charOffset, Color.green);
Debug.DrawLine(m_target.position, m_camPosWanted, Color.yellow);
Debug.DrawLine(m_target.position, new Vector3(m_camPosWanted.x,
m_target.position.y,
m_camPosWanted.z), Color.blue);
//Camera Wall avoidance - raycast from the character
Debug.DrawRay (m_characterPos.transform.position, -m_characterPos.transform.forward, Color.magenta);
//Ceiling avoidance - raycast from the character
Debug.DrawRay (m_characterPos.transform.position, Vector3.up, Color.magenta);
}
void OnDestroy()
{
}
}

Is it possible to make camera from behind the object and make a small rotate after turn?

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