Copy position Smoothing

Hello,

I have been at this issue for a couple of days now and its time I ask the great community.
I am making a flying game with a third person follow camera. I have an camera parented to an empty which is copying the rotation of the plane. In order to actuallly follow the plane I then have it so the empty copies the position of the plane as the empty is on the planes pivot point.

It was a very jerky follow camera so naturally I added some smoothing like so:

MainCamera.position = Vector3.Slerp(MainCamera.position,transform.position, Time.deltaTime * SmoothTime);

This works fine but my issue is the camera is falling behind, and the faster the plane travels the more the camera falls behind.
Turning the “SmoothTime” down has no effect and turning it up works until a certain value (45 atm). After the value is reached it becomes jerky again.

How can I stop the camera from falling behind while still retaining the smoothing?

Put your code in LateUpdate(), to prevent execution order conflicts - all scene transformations should happen first, and at the last possible moment adapt your camera position to the current situation.

I think you want to use Lerp as in Linear Interpolation and not Slerp as in Spherical Linear Interpolation. The latter is used for rotation smoothing, not position.

You can use Vector3.Distance to determine when the camera is falling behind too much and accelerate/decelerate it accordingly, or make SmoothTime relative to the plane’s speed.