# how to make my camera follow the character to the scene where my character transported?

I have made my character transfer to another scene by entering a portal using the script(respawnSite). I tried putting it also to the camera so that the camera will also follow the character to the scene where the character is. I have edited the script for the camera. but when I did this, it does not follow the character. What do you think is the problem?

here is the script which I also got here that is called mouse orbit:

var target : Transform;

var distance = 10.0;

var xSpeed = 250.0;

var ySpeed = 120.0;

var yMinLimit = -20;

var yMaxLimit = 80;

var maxDist : float = 200;

var minDist : float = 30;

var zoomSpeed : float = 5;

private var x = 0.0;

private var y = 0.0;

function Start () {

``````var angles = transform.eulerAngles;

x = angles.y;

y = angles.x;

if (rigidbody)

rigidbody.freezeRotation = true;
``````

}

function LateUpdate () {

``````if (target && Input.GetMouseButton(2))  {

x += Input.GetAxis("Mouse X") * xSpeed * 0.02;

y -= Input.GetAxis("Mouse Y") * ySpeed * 0.02;

y = ClampAngle(y, yMinLimit, yMaxLimit);

var rotation = Quaternion.Euler(y, x, 0);

var position = rotation * Vector3(0.0, 0.0, -distance) + target.position;

transform.rotation = rotation;

transform.position = position;

}

if (Input.GetAxis("Mouse ScrollWheel") < 0 && distance < maxDist){

distance += zoomSpeed;

transform.Translate(Vector3.forward * -zoomSpeed);

}

if (Input.GetAxis("Mouse ScrollWheel") > 0 && distance > minDist){

distance -= zoomSpeed;

transform.Translate(Vector3.forward * zoomSpeed);
``````

}

}

static function ClampAngle (angle : float, min : float, max : float) {

``````if (angle < -360)

angle += 360;

if (angle > 360)

angle -= 360;

return Mathf.Clamp (angle, min, max);
``````

}

Because scenes in unity load differently its harder for you to get a steady flow from the camera in one scene to another. what you could try is from the time you enter the portal make a separate scene inside the portal with an image of the next scene at the end of it. Then set up a Trigger event when the player hits the image your next scene loads.