Camera Script part2

hy everybody

I’m new user of unity, have some skills programing, but not enough. :_).

All i wanna do it’s modify a little bit the Smooth follow script, to make the camera go to a certain area. I’ve almost do that, but i can’t make the camera do a smoooooth travel. It’s simple jump to that point.
Now we have the problem. The camera already has a script, so i’ve think in disable her Update(), and call another function to make the travel happens.

If this is the better idea to do that, so the reason for the simple jump, and not the smooth travel should be some properties that i can’t get from the camera (like camera.Vector3, or camera.Quarternation)
I know i can’t access those things like that, but there is an why… or how to get that properties without putting the script directly on the camera object?

Anyone? help?

I’m brazilian… too… .like our friend (and my boss) alexleo… so sorry our terrible english and misanderstoods.

Maybe you could post the scripts you are currently using. That would help in understanding what exactly you are trying to do.

Hy Joachim…

i’ve created one empty object, and puted this code into

var quem;
var target;
var count;
var speed;
var mv;
var _camera;
var acessed = false;

partial class SmoothFollow{ }
var distance = 10.0;
var height = 5.0;
var heightDamping = 2.0;
var rotationDamping = 3.0;

function Update ()
{

if (!quem) return;

target = GameObject.Find(quem);
print(target.name);
_camera = GameObject.Find(“_cameraGeral”);

wantedRotationAngle = target.transform.eulerAngles.y;
wantedHeight = target.transform.position.y;
//
currentRotationAngle = target.transform.eulerAngles.y;
currentHeight = target.transform.position.y;

currentRotationAngle = Mathf.LerpAngle (currentRotationAngle, wantedRotationAngle, rotationDamping * Time.deltaTime);
//

currentHeight = Mathf.Lerp (currentHeight, wantedHeight, heightDamping * Time.deltaTime);
//
currentRotation = Quaternion.EulerAngles (0, currentRotationAngle * Mathf.Deg2Rad, 0);
////
_camera.transform.position = target.transform.position;
_camera.transform.position -= currentRotation * Vector3(_camera.transform.position.x, _camera.transform.position.y, _camera.transform.position.z).forward * distance;

////
_camera.transform.position.y = currentHeight;
////
_camera.transform.LookAt (target.transform.position);
}

I’m flash coder, and i’m trying to use the tecnics i use that now in Unity. What i want is to get those informations, (like trying to print _camera.Quaternation, or _camera.transform.quaternation) but unsucessfuly.

There is another way to get this information? I’m pointing to the right place?
Thanks