EDIT:
SOLVED.
transform.position = roller.position;
transform.LookAt(world);
Hi there,
I have a sphere, player, on a sphere, planet. Sphere, player, uses faux gravity based on the planet cetner point. Player moves around via a rigidbody force, AddForceAtPosition, using spin as propulsion.
This is all fine.
What I am wondering, is, I need to have a camera follow the ball, as it traverses the planet. Right now, I have a update setting the camera position based on the correct offset between it and the player.
This is all fine.
What I am wondering is, the issue I am having is, that the camera also spins with the player. This is an unexpected side effect.
Anyone can see how I can avoid this?
void Update () {
Vector3 offset = new Vector3(0, 50f, 0);
Vector3 newPos = offset - roller.position;
transform.position = newPos;
}