Hey guys,
I am currently working on a camera follow for my video game and I am having issues with the camera staying in the upwards rotation of the plane. What I mean by this is that the plane is rotating around a gameobject(planet) and whenever the plane enters the bottom half of the planet the camera does not maintain the proper rotation to view the plane. I had tried using a Vector3 instead of the planes transform up and even a quaternion.lookrotation I can sense I am very close but cannot finagle my way around this issue.
My code:
public class PlayerController : MonoBehaviour
{
public Transform planeMesh;
// Update is called once per frame
void Update()
{
CameraFollow();
}
void CameraFollow()
{
Vector3 moveCamTo = planeMesh.position - planeMesh.forward * 5.0f + planeMesh.transform.up * 3.0f;
float bias = 0.96f;
Camera.main.transform.position = Camera.main.transform.position * bias + moveCamTo * (1.0f-bias);
//Camera.main.transform.rotation = Quaternion.LookRotation(planeMesh.position + planeMesh.forward * 1.0f, planeMesh.transform.up);
Camera.main.transform.LookAt(planeMesh.position + planeMesh.forward * 1.0f);
}
}