I am trying to make a camera follow an object’s rotation. The object is rotating using transform.rotate and the camera is rotating using rotatearound. However it has turned out that the two rotations are using different units(?) - or at least I think so. When I set the “rotationspeed” (I know that is not what it is called) to be the same in both rotate and rotatearound they do not rotate at the same speed. The camera is faster than the object. I think it has something to do with rotate using euler and rotatearound not doing this - but that is just a guess. How can I overcome this problem?
The code used for the rotation:
//The Camera transform.RotateAround (target.position, Vector3.up, rotateSpeed * Time.deltaTime); //The Object transform.Rotate(Vector3.up * rotateSpeed * Time.deltaTime);
I hope someone out there can help me