so i’m trying to get my camera collision to work with spring look, but it’s not doing it for some reason. here’s the function :

```
private void ActivateCameraCollision ( ) {
// Set camera rotation
Quaternion rotation = Quaternion.Euler ( xDeg, yDeg, 0 );
distance = ZoomCamera ( activateZoom );
Vector3 position = target.position - ( rotation * Vector3.forward * desiredDistance + vTargetOffset );
// Check for collision using the true target's desired registration
// point as set by user using height
RaycastHit collisionHit;
Vector3 trueTargetPosition = new Vector3 ( target.position.x, target.position.y + targetHeight, target.position.z );
// If there was a collision, correct the camera position & calculate
// the corrected distance
bool isCorrected = false;
if ( Physics.Linecast ( trueTargetPosition, position, out collisionHit, collisionLayers.value ) ) {
// Calculate the distance from the original estimated
// position to the collision location,
// subtracting out a safety "offset" distance from the
// object we hit
// The offset will help keep the camera from being
// right on top of the surface we hit,
// which usually shows up as the
// surface geometry getting
// partially clipped by the camera's front
// clipping plane
correctedDistance = Vector3.Distance ( trueTargetPosition, collisionHit.point ) - offsetFromWall;
isCorrected = true;
}
// For smoothing, lerp distance only if either distance wasn't
// corrected, or correctedDistance is
// more than currentDistance
currentDistance = ! isCorrected || correctedDistance > currentDistance ? Mathf.Lerp ( currentDistance, correctedDistance, Time.deltaTime * zoomDampening ) : correctedDistance;
// Keep within standard limits
currentDistance = Mathf.Clamp ( currentDistance, zoomMindistance, zoomMaxdistance );
// Recalculate position based on the new currentDistance
position = target.position - ( rotation * Vector3.forward * currentDistance + vTargetOffset );
transform.rotation = Quaternion.Slerp(rotation, Quaternion.Euler(xDeg, yDeg, 0), Time.deltaTime * damper);
transform.position = position;
}
```

Any help is GREATLY appreciated!