Smooth Camera Follow in Unity - Tutorial
Why Stack Overflow recommends it
Stack Overflow users link it when answering Unity camera questions, typically to steer people away from parenting the camera to the player and toward a follow script.
Recommended by 3 people across 3 different months, 2018 to 2023.
What it is
A short Brackeys tutorial that builds a smooth camera follow script in Unity, using an offset and smoothing so the camera trails a target without being parented to it. It is presented by Brackeys, with project files linked in the description.
What people said
Recommends Christopher · 2020-08 · Stack Overflow · on “Trying to freeze the camera location in unity 3D”
So you have made your camera a child of your player? If so the camera will inherit all transformations on you player, which is definitely not what you want. You can follow this video to learn a camera follow script. [this video] And you will almost never need to put a rigidbody on a camera, so you can remove that.
Recommends ShlokShah · 2022-09 · Stack Overflow · on “Unity - Gameobject look at mouse”
a sollution that worked for me but its in 2D also dont make the camera a child of the player but use a slurping script as shown in this video. [this video] public Camera cam; Transform my; void Awake() { cam = Camera.main; my = GetComponent<Transform>(); } void Update() { // Distance from camera to object. We need this to get the proper calculation. float camDis = cam.transform.position.y - my.position.y; // Get the mouse position in world space. Using camDis for the Z axis. Vector3 mouse = cam.ScreenToWorldPoint(new Vector3(Input.mousePosition.x, Input.mousePosition.y, camDis)); float AngleRad = Mathf.Atan2(mouse.y - my.position.y, mouse.x - my.position.x); float angle = (180 / Mathf.PI) * Angle
Recommends Hennadii_S · 2023-02 · Stack Overflow · on “How to rotate player camera via script?”
Cinemachine can be used for both (old and new) input systems. It just nice tool, helping to control camera easely. You can watch this video, it answers on Your question in first 4 minuets: [LINK] Or i Can recommen to You more advanced, but longer guide: [LINK] And about camera stuttering - i think You have problem, named Jitterring. Just change transform of Your player in Update, and Camera transform in LateUpdate. Watch about this: [this video]
Cites Scribble Sketches · 2018-04 · Stack Overflow · on “Camera won't follow Prefab C#?”
I used Brackeys tutorial [this video] My question is when I made my GameObject a Prefab and Itempooled using SetActive() My camera broke and now focuses on the world coordinates 0,0. What can I do to have the camera follow the GameObject again? public Transform target; public float smoothSpeed = 0.125f; public Vector3 offset; public GameObject scopeOverlay; public GameObject Camera; private Vector3 initialPosition; private Quaternion initialRotation; private void Start () { // Save initial transform values initialPosition = transform.position; initialRotation = transform.rotation; } void FixedUpdate () { if (Input.GetKeyDown("d")) { Camera.SetActive(false); scopeOverlay.SetActive(true); Vector3 d
Cites paracetamolo · 2021-02 · Stack Overflow · on “Smooth camera movement in Unity 2d”
I am working on a 2d RPG game in unity and I wanted to add a smooth camera movement like Brackeys did in this video [this video] . I already tried to use FixedUpdate() , Update() and LateUpdate() , but nothing when I hit play the camera is like lagging behind the player. The strange thing is that when I turn off the camera script the player moves fluidly. I even tried Vector3.SmoothDamp() and Vector3.Lerp() but nothing it's still a bit laggy. How do i solve it?? My code by far: public class CameraMovement : MonoBehaviour { public Transform target; public float smoothing; void FixedUpdate() { if(transform.position != target.position) { Vector3 targetPosition = new Vector3 (target.position.x, targe