I use this script to main camera
var rotatetarget:Transform;
var xspeed:float = 100;
var yspeed:float = 100;
var targetObj:Transform;
var distance = 10.0;
var dy = 1.0;
private var x = 0.0;
private var y = 0.0;
var yMinLimit = -5;
var yMaxLimit = 45;
function Start () {
var angles = rotatetarget.eulerAngles;
x = angles.y;
y = angles.x;
// Make the rigid body not change rotation
if (rigidbody)
rigidbody.freezeRotation = true;
}
function Update() {
//Drag
if(Input.GetMouseButton(0)) {
x += Input.GetAxis("Mouse X") * xspeed * 0.1;
y -= Input.GetAxis("Mouse Y") * yspeed * 0.1;
y = ClampAngle(y , yMinLimit, yMaxLimit);
var rotation = Quaternion.Euler(y, x, 0);
var position = rotation * Vector3(0.0, dy, -distance) + targetObj.position;
rotatetarget.rotation = rotation;
rotatetarget.position = position;
}
rotatetarget.position = Quaternion.Euler(y, x, 0) * Vector3(0.0, dy, -distance) + targetObj.position;
}
static function ClampAngle (angle : float, min : float, max : float) {
if (angle < -360)
angle += 360;
if (angle > 360)
angle -= 360;
return Mathf.Clamp (angle, min, max);
}
this script is running fine .and this script can control the camera freely have Y rotation up and down and ofcourse X rotation too. and can follow to character . when press left mouse button and drag it , the camera can look all around .but problem is when camera rotating around ,character controller can’t follow to camera transform and always shows his owen transform .if camera turns to right character can’t fix his transform automaticly to camera site . what must i do ?
as you can see the character transform needs to follow camera transform . help me for that …thanks