I have an independent camera rotating around a player object with Transform.RotateAround based on the mouseX and mouseY.
What’s the best way (without parenting camera to player - code only), to make sure the camera always repositions itself a certain distance behind the player, based on that angle?
Here’s what I was trying but it leaves my camera frozen behind the player. Any thoughts?
`function LateUpdate () {
//CAMERA INPUT
this.transform.RotateAround(target.transform.position, Vector3.up, baseLookSpeed * Input.GetAxis("Mouse X")); //mouse x input
this.transform.RotateAround(target.transform.position, Vector3.right, baseLookSpeed * Input.GetAxis("Mouse Y")); //mouse Y input
//rotate player to match.
target.transform.eulerAngles.y = this.transform.eulerAngles.y; //rotate player to match camera angle.
//POSITION CAMERA
var newCamPosition:Vector3 = target.transform.position + (Vector3.back * distToPlayer); //this line freezes cam behind player.
this.transform.position = newCamPosition;
//rotate & angle camera
transform.LookAt(target.transform); //look at the player.