Try converting the angle from degrees to radians… I may be wrong but I think sin and cos need radians inputted.
Probably a better way of rotation in a circle is to make an empty gameobject to use as the circle origin and parent the camera to it. You can then just move the camera to the radius you want in the editor and rotate the empty gameobject.
I don’t think sin and cos are very efficient and quite CPU intensive.
Going by the script in your other topic, what I meant by using deltaTime was this:
var x=1.0;
var z=1.0;
function Update() {
transform.position=Vector3(60 * (Mathf.Sin(x)), 3, 60 * (Mathf.Cos(z)));
transform.LookAt(Vector3(1000,10,1000));
x += Time.deltaTime;
z += Time.deltaTime;
}
I don’t know what you’re trying to do exactly though.
As far as sin and cos, they are CPU-intensive, but that’s in relative terms…you’d need thousands per frame on any halfway-decent CPU to have a real effect on the framerate.
As well as using a smaller angle (in radians, as was mentioned above), you need to pass the same parameter to both the sin and cos functions. You are passing x to sin and z to cos - it should be the same angle in both cases.