Head Look Controller with camera

I have integrated the Head Look Controller script in my character and it works like a charme. Now in stead of a GameObject I want it to look at the Main Camera which can be controlled by the user. It all works but at a certain point the camera goes all over the place. I think it has something to do with the code in the “Cursor Hit” c#.

using UnityEngine;
using System.Collections;

public class CursorHit : MonoBehaviour {
	public HeadLookController headLook;
	private float offset = 1.5f;
	// Update is called once per frame
	void LateUpdate () {
		if (Input.GetKey(KeyCode.UpArrow))
			offset += Time.deltaTime;
		if (Input.GetKey(KeyCode.DownArrow))
			offset -= Time.deltaTime;
		Ray cursorRay = Camera.main.ScreenPointToRay(Input.mousePosition);
		RaycastHit hit;
		if (Physics.Raycast(cursorRay, out hit)) {
			transform.position = hit.point + offset * Vector3.up;
		headLook.target = transform.position;

What I want is that the camera stays under control of the user. I’ve tried to alter the code but I don’t know what to delete to just simplify it as the lookat target.


Get rid of that CursorHit thing entirely, and just set

headLook.target = Camera.main.transform.position;

wherever you have a reference to your HeadLook script!

The camera is a transform like any other object, and as such can be tracked by the head-look script.