Hello community, i want to rotate camera around point based on target rotation, with this line transform.rotation = target.transform.rotation;
it works perfectly if i set my camera at 0:0:0 but i want a little offset, finally i became to this solution:
if (transform.rotation.eulerAngles.z < target.rotation.eulerAngles.z)
{
transform.RotateAround(Vector3.zero, Vector3.forward, target.rotation.eulerAngles.z * Time.DeltaTime);
}
but it’s not smooth…
P.S. pics below illustrate my desired behavior