Dealing with coordinates flipping...

if (mouseScroll != 0  isTooClose == false)
        {
             if (dist < 4.0f)
            {
                isTooClose = true;
                return;
            }
            myCam.Translate(Vector3.forward * 350 * Time.deltaTime * Input.GetAxis("Mouse ScrollWheel"));

        }

        if (mouseScroll != 0  isTooClose == true)
        {
            float temp = Input.GetAxis("Mouse ScrollWheel");

            if (temp != 0)
            {
                myCam.Translate(Vector3.forward * 350 * Time.deltaTime * Input.GetAxis("Mouse ScrollWheel"));
                isTooClose = false;
            }
        }

        dist = Vector3.Distance(myCam.position, playerObj.position);

This code here checks if the cam is too close to the player object through the Distance function. Anyways, how do I tell which side of the player the camera is on? If it’s on one side, I need the z axis to be incremented, otherwise I need it decremented.

LOL…ok nevermind I got it.