Okay, last question before I get my game going. I need to make a script that allows a camera to follow and rotate around the ball that I am controlling. See my other posts:

I tried the preloaded smoothfollow script. But when I apply it, the camera seems to not be pointed straight, it looks about 90 degrees off of the correct placement. So if I was to control it to go forward, it would look like it’s going to the left, not forward. Not to mention, when I do use it, the camera skips around while rotating, almost like it’s jumping from a point to another point. Here is the code for the ball:

```
function FixedUpdate () {
if (Input.GetButton("W"))
{
rigidbody.AddTorque (Vector3.forward * 2);
rigidbody.AddForce (Vector3.forward * 2);
}
if (Input.GetButton("S"))
{
rigidbody.AddTorque (-Vector3.forward * 2);
rigidbody.AddForce (-Vector3.forward * 2);
}
if (Input.GetButton("A"))
{
rigidbody.AddTorque (Vector3.left * 2);
rigidbody.AddForce (Vector3.left * 2);
}
if (Input.GetButton("D"))
{
rigidbody.AddTorque (Vector3.right * 2);
rigidbody.AddForce (Vector3.right * 2);
}
}
```

And here is the code for the Smoothfollow script that I tried before. Although most of everyone should already have it:

```
/*
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 = 10.0;
// the height we want the camera to be above the target
var height = 5.0;
// How much we
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
// 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);
}
```

Thanks for the help ahead of time UnityAnswers!