# Camera script

Hi, I would like the camera to follow the player. So far I have kind of made it work, but only to an extent; the camera does not follow the player while jumping and “lags” behind the player for most parts until it simply stops following the player altogether.

``````using UnityEngine;
using System.Collections;

{

public float xMargin = 1f;		// Distance in the x axis the player can move before the camera follows.
public float yMargin = 1f;		// Distance in the y axis the player can move before the camera follows.
public float xSmooth = 8f;		// How smoothly the camera catches up with it's target movement in the x axis.
public float ySmooth = 8f;		// How smoothly the camera catches up with it's target movement in the y axis.
public Vector2 maxXAndY;		// The maximum x and y coordinates the camera can have.
public Vector2 minXAndY;		// The minimum x and y coordinates the camera can have.

private Transform player;

void Awake ()
{
// Setting up the reference.
player = GameObject.FindGameObjectWithTag("Player").transform;
}

bool CheckXMargin()
{
// Returns true if the distance between the camera and the player in the x axis is greater than the x margin.
return Mathf.Abs(transform.position.x - player.position.x) > xMargin;
}

bool CheckYMargin()
{
// Returns true if the distance between the camera and the player in the y axis is greater than the y margin.
return Mathf.Abs(transform.position.y - player.position.y) > yMargin;
}

void FixedUpdate ()
{
TrackPlayer();
}

void TrackPlayer ()
{
// By default the target x and y coordinates of the camera are it's current x and y coordinates.
float targetX = transform.position.x;
float targetY = transform.position.y;

// If the player has moved beyond the x margin...
if(CheckXMargin())
// ... the target x coordinate should be a Lerp between the camera's current x position and the player's current x position.
targetX = Mathf.Lerp(transform.position.x, player.position.x, xSmooth * Time.deltaTime);

// If the player has moved beyond the y margin...
if(CheckYMargin())
// ... the target y coordinate should be a Lerp between the camera's current y position and the player's current y position.
targetY = Mathf.Lerp(transform.position.y, player.position.y, ySmooth * Time.deltaTime);

// The target x and y coordinates should not be larger than the maximum or smaller than the minimum.
targetX = Mathf.Clamp(targetX, minXAndY.x, maxXAndY.x);
targetY = Mathf.Clamp(targetY, minXAndY.y, maxXAndY.y);

// Set the camera's position to the target position with the same z component.
transform.position = new Vector3(targetX, targetY, transform.position.z);
}
}
``````

Does anyone know how to make the camera keep track of my player on both the x and y axis and tracks the player spot on - the player are not supposed to move to the end of the screen before the camera follows.

If I understood you correctly, you want:
The camera to stay relative to the player always?

If that’s the case you could just put the main camera into the sub-folder of the player without any scripts