The title isn’t too specific, but what I want is: camera is orbiting free when stand-still, but when moving the camera would slowly float behind the player’s back, to show things in front of you. Good example would be something like Zelda: Wind Waker or Super Mario Sunshine. Currently I’m using the MouseOrbit.js script, with the awesome modification by robertpu down there. Thanks in advance.
PS. I’m a beginner.
Here is a quick edit to the MouseOrbit script. It will center on the back when the ‘A’ key is pressed. Essentially the changes were lines 34 - 40.
#pragma strict
var target : Transform;
var distance = 10.0;
var xSpeed = 250.0;
var ySpeed = 120.0;
var yMinLimit = -20;
var yMaxLimit = 80;
private var x = 0.0;
private var y = 0.0;
@script AddComponentMenu("Camera-Control/Mouse Orbit")
function Start () {
var angles = transform.eulerAngles;
x = angles.y;
y = angles.x;
// Make the rigid body not change rotation
if (rigidbody)
rigidbody.freezeRotation = true;
}
function LateUpdate () {
if (target) {
x += Input.GetAxis("Mouse X") * xSpeed * 0.02;
y -= Input.GetAxis("Mouse Y") * ySpeed * 0.02;
y = ClampAngle(y, yMinLimit, yMaxLimit);
if (Input.GetKeyDown(KeyCode.A)) {
transform.position = target.position - target.forward * distance;
transform.LookAt(target);
var angles = transform.eulerAngles;
x = angles.y;
y = angles.x;
}
else {
var rotation = Quaternion.Euler(y, x, 0);
transform.rotation = Quaternion.Euler(y, x, 0);
transform.position = rotation * Vector3(0.0, 0.0, -distance) + target.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);
}