Hello, everyone! I have a mouse look script for my game that is working fine. A friend of mine told me that it will be more smooth if I add Linear Interpolation. I read about it on the Scriptin page, but I still need help. Here is my script -

```
using UnityEngine;
using System.Collections;
public class MouseOrbit : MonoBehaviour {
[HideInInspector]
public GameObject target; //a target look at
public float xSpeed; //speed pan x
public float ySpeed; //speed pan y
public float yMinLimit; //y min limit
public float yMaxLimit; //y max limit
public float scrollSpeed; //scroll speed
public float zoomMin; //zoom min
public float zoomMax; //zoom max
//Private variable
private float distance;
private float distanceLerp;
private Vector3 position;
private bool isActivated;
private float x;
private float y;
private bool setupCamera;
// Use this for initialization
void Start () {
//Warning when not found target
if(target == null)
{
target = GameObject.FindGameObjectWithTag("Player");
if(target == null)
{
Debug.LogWarning("Don't found player tag please change player tag to Player");
}
}
//Setup Pos
Vector3 angles = transform.eulerAngles;
x = angles.y;
y = angles.x;
CalDistance();
}
void LateUpdate () {
ScrollMouse();
RotateCamera();
}
//Roate camera method
void RotateCamera()
{
if (Input.GetMouseButtonDown(1)){
isActivated = true;
}
// if mouse button is let UP then stop rotating camera
if (Input.GetMouseButtonUp(1))
{
isActivated = false;
}
if (target && isActivated) {
y -= Input.GetAxis("Mouse Y") * ySpeed;
x += Input.GetAxis("Mouse X") * xSpeed;
y = ClampAngle(y, yMinLimit, yMaxLimit);
Quaternion rotation = Quaternion.Euler(y, x, 0);
Vector3 calPos = new Vector3(0, 0, -distanceLerp);
position = rotation * calPos + target.transform.position;
transform.rotation = rotation;
transform.position = position;
} else
{
Quaternion rotation = Quaternion.Euler(y, x, 0);
Vector3 calPos = new Vector3(0, 0, -distanceLerp);
position = rotation * calPos + target.transform.position;
transform.rotation = rotation;
transform.position = position;
}
}
//Calculate Distance Method
void CalDistance()
{
distance = zoomMax;
distanceLerp = distance;
Quaternion rotation = Quaternion.Euler(y, x, 0);
Vector3 calPos = new Vector3(0, 0, -distanceLerp);
position = rotation * calPos + target.transform.position;
transform.rotation = rotation;
transform.position = position;
}
//Scroll Mouse Method
void ScrollMouse()
{
distanceLerp = Mathf.Lerp(distanceLerp,distance,Time.deltaTime * 5);
if (Input.GetAxis("Mouse ScrollWheel") != 0 && !GUI_Menu.instance.CheckHoverItemShop() && !GUI_Menu.instance.CheckHoverSkillWindow())
{
// get the distance between camera and target
distance = Vector3.Distance (transform.position , target.transform.position);
distance = ScrollLimit(distance - Input.GetAxis("Mouse ScrollWheel")*scrollSpeed, zoomMin, zoomMax);
}
}
//Scroll Limit Method
float ScrollLimit(float dist, float min, float max)
{
if (dist < min)
dist= min;
if (dist > max)
dist= max;
return dist;
}
//Clamp Angle Method
float ClampAngle(float angle,float min,float max)
{
if(angle < -360)
angle += 360;
if(angle > 360)
angle -= 360;
return Mathf.Clamp(angle,min,max);
}
}
```

I really hope that you are going to help me! Thank you! :))