Hey all, I need some help. I'm working on a 3rd person game for school. Basically I want it so that when my player character enters a building that I have tagged as "Apartment", the camera zooms in closer to the player so that it's not floating around outside the building while the character is inside. Then I want it to go back to normal when the player exits. Any ideas on how to approach this?

I'm thinking it would have to be a trigger, or a collision test. I'm assuming something would have to go into the "Follow" script we have set up for the camera. Here it is for reference:

/* This camera smoothes out rotation around the y-axis and height. Horizontal Distance to the target is always fixed.

There are many different ways to smooth the rotation but doing it this way gives you a lot of control over how the camera behaves.

For every of those smoothed values we calculate the wanted value and the current value. Then we smooth it using the Lerp function. Then we apply the smoothed values to the transform's position. */

// The target we are following var target : Transform;

// The distance in the x-z plane to the target var distance = 15.0;

// the height we want the camera to be above the target var height = 3.0;

var heightDamping = 2.0;

var rotationDamping = 3.0;

// Place the script in the Camera-Control group in the component menu @script AddComponentMenu("Camera-Control/Smooth Follow")

function LateUpdate () { // Early out if we don't have a target if (!target) return;

```
// Calculate the current rotation angles
wantedRotationAngle = target.eulerAngles.y;
wantedHeight = target.position.y + height;
currentRotationAngle = transform.eulerAngles.y;
currentHeight = transform.position.y;
// Damp the rotation around the y-axis
currentRotationAngle = Mathf.LerpAngle (currentRotationAngle, wantedRotationAngle, rotationDamping * Time.deltaTime);
// Damp the height
currentHeight = Mathf.Lerp (currentHeight, wantedHeight, heightDamping * Time.deltaTime);
// Convert the angle into a rotation
currentRotation = Quaternion.Euler (0, currentRotationAngle, 0);
// Set the position of the camera on the x-z plane to:
// distance meters behind the target
transform.position = target.position;
transform.position -= currentRotation * Vector3.forward * distance;
// Set the height of the camera
transform.position.y = currentHeight;
// Always look at the target
transform.LookAt (target);
```

}

If anyone could help, that'd be great. :)