if (transform.position.y <= -5)
{
Instantiate(DeathExplosion, new Vector3 (transform.position.x, transform.position.y, transform.position.z), Quaternion.identity);
camobj = (GameObject) Instantiate(DeathCamera, new Vector3 (10, 10, 10), Quaternion.LookRotation(new Vector3 (transform.position.x, transform.position.y, transform.position.z)));
[COLOR="red"]camobj.LookAt(gameObject);[/COLOR]
Dead = true;
Destroy(gameObject);
}
explanation: Unit falls from the ground, when it’s y reaches -5 it should die, then new camera is instantiated that is supposed to look at point where that unit died, that is working except I don’t know how to write a function so “camobj” will be forced to LookAt unit
I’ve tried
camobj.LookAt(gameObject);
and it isn’t working, can you just tell me how to write this line
also, when your doing this, you should not need to use multiple cameras, you should adjust the main camera to that position. Unless this camera servers a purpose for some other reason (i.e. in a sub view)
my main camera is part of “player” prefab, when I kill it, camera dies also, so I make new camera and point it, and when player is respawned, then I delete old camera and so on it is only 1 camera in a scene at a time