Its the part with cameray and cameraz that clamp the positioning. its not clamping when the player its moving.
using UnityEngine;
using System.Collections;
public class CameraController : MonoBehaviour {
public int Sensitivity;
public float MaxDistance;
private float MouseY;
private float MouseYSet;
private float CameraAngleX;
public float CameraY;
public float CameraZ;
public GameObject CameraTarget;
void Start () {
}
void Update () {
// Look controls
MouseY -= Input.GetAxisRaw ("Mouse Y");
CameraY = Mathf.Clamp (CameraY + (MouseY - MouseYSet) * Sensitivity * 10, CameraTarget.transform.localPosition.y + transform.localScale.y / 2, CameraTarget.transform.localPosition.y + transform.localScale.y / 2 + MaxDistance);
CameraZ = Mathf.Clamp (CameraZ + (MouseY - MouseYSet) * Sensitivity * 10, CameraTarget.transform.localPosition.z - MaxDistance, CameraTarget.transform.localPosition.z);
if (MouseYSet != MouseY)
{
transform.position = new Vector3 (transform.localPosition.x, CameraY, CameraZ);
MouseYSet = MouseY;
}
transform.LookAt (CameraTarget.transform.localPosition);
}
}