I’m not quite sure how to describe it, but the ship moves around within its camera’s FOV but never out of it. Here’s a great example of it:
What I don’t want (and already have) is a camera so rigid, you can’t tell the ship is moving.
I’m not quite sure how to describe it, but the ship moves around within its camera’s FOV but never out of it. Here’s a great example of it:
What I don’t want (and already have) is a camera so rigid, you can’t tell the ship is moving.
You could try lerping towards the ship’s current position, instead of setting it every Update. This would create a smooth interpolation between the two vectors. For example:
void Update()
{
Vector3 shipPos = Ship.transform.position;
// Set camera pos (smooth)
transform.position = Vector3.Lerp(transform.position, shipPos, Time.deltaTime);
}
@KingT15