Camera reversed

I have a car race project with two cameras and lately something weird has been happening. After working on placing objects for a while when I go back and run the program and the camera following script is now in front of the vehicle. I have tried to switch scripts from smooth follow to something similar and they all seem reversed. I created a new camera object as well and this does not help. I have multiple vehicles and all exhibit the same behavior so i do not think the problem is there either. Does anyone know if there a setting somewhere that is doing this. Nothing I change seems to fix it. Any help would be greatly appreciated.

there’s no such bug that i would know of, maybe you could show us the script you are using so we have some more information and can work on a solution

This is my smooth follow that is a combo of a few others. I have tried to revert to the standard smooth follow and the smooth follow2 on the wiki w/o any success. I just started again off of backup and after an hour, it happened again. Basically, I placed roads w/ Easyroads and and Place and rotated a hill mesh. Everything was working until I got the hill mesh placed. Then it reversed. I am going to start over and try again.

Thanks,

// The target we are following
var target : Transform;
// The distance in the x-z plane to the target
var distance = 10.0;
// the height we want the camera to be above the target
var height = 5.0;
// How much we
var heightDamping = 2.0;
var rotationDamping = 3.0;

// Place the script in the Camera-Control group in the component menu
@script AddComponentMenu(“Camera-Control/Smooth Follow”)

function LateUpdate () {
// Early out if we don’t have a target
if (!target)
return;

// Calculate the current rotation angles
wantedRotationAngle = target.eulerAngles.y;
wantedHeight = target.position.y + height;

currentRotationAngle = transform.eulerAngles.y;
currentHeight = transform.position.y;

// Damp the rotation around the y-axis
currentRotationAngle = Mathf.LerpAngle (currentRotationAngle, wantedRotationAngle, rotationDamping * Time.deltaTime);

// Damp the height
currentHeight = Mathf.Lerp (currentHeight, wantedHeight, heightDamping * Time.deltaTime);

// Convert the angle into a rotation
currentRotation = Quaternion.Euler (0, currentRotationAngle, 0);

// Set the position of the camera on the x-z plane to:
// distance meters behind the target
transform.position = target.position;
transform.position -= currentRotation * Vector3.forward * distance;

// Set the height of the camera
transform.position.y = currentHeight;

// Always look at the target
transform.LookAt (target);
}

I figured out what is causing it but not why or how to fix. It happens whenever I import the standard assets package to my project. It was not added at creation and I add it by double-clicking the file which adds it to the project. I need it primaraly for the daytime simple water but for other … as well. I will try to use the import from the toolbar to see if this makes a difference.
eric