Sword slash (First Person POV camera rotation)

I am creating a First Person medieval type game and would be great if the player camera rotates when he slashes the sword. I already have the arms and sword animation, but without the “head movement” the slash seems dull and unrealistic. When a swordsman releases a sword strike his head rotates along with the sword. That´s the effect I want to incorporate. It resembles the head movement when gun recoil pushes the shooter body backwards but instead going backwards, the camera should “follow along the sword movement / animation (only rotation). Thanks in advance.

I think that’d look really weird, personally. Make sure its subtle, and doesn’t rotate the camera at all- just a bob down in the direction of the swing.

I’d make it part of the animation. So, along with the bones in the arm and the weapon, have a bone for the camera which gets animated along with the rest- then just attach your camera to that bone!

Based on the code found in this thread (http://forum.unity3d.com/threads/70271-Simple-weapon-recoil-script) I managed to get the effect I was aiming for. Being: when you "fire" your sword animation, the camera moves with the sword (see Skyrim sword dynamics to see what I mean).

Here is the answer (it is nothing different from gun recoil, but applied to a greater degree in the sword context):

Create an empty game object and parent it to your character controller, then parent your FPS camera to the empty game object and finally attach the script bellow to your empty game object (recoil controller).

    using UnityEngine;
using System.Collections;

public class Recoil : MonoBehaviour
    private float recoil = 0.0f;
    private float maxRecoil_x = -20f;
    private float maxRecoil_y = 20f;
    private float recoilSpeed = 2f;

    public void StartRecoil (float recoilParam, float maxRecoil_xParam, float recoilSpeedParam)
        // in seconds
        recoil = recoilParam;
        maxRecoil_x = maxRecoil_xParam;
        recoilSpeed = recoilSpeedParam;
        maxRecoil_y = Random.Range(-maxRecoil_xParam, maxRecoil_xParam);

    void recoiling ()
        if (recoil > 0f) {
            Quaternion maxRecoil = Quaternion.Euler (maxRecoil_x, maxRecoil_y, 0f);
            // Dampen towards the target rotation
            transform.localRotation = Quaternion.Slerp (transform.localRotation, maxRecoil, Time.deltaTime * recoilSpeed);
            recoil -= Time.deltaTime;
        } else {
            recoil = 0f;
            // Dampen towards the target rotation
            transform.localRotation = Quaternion.Slerp (transform.localRotation, Quaternion.identity, Time.deltaTime * recoilSpeed / 2);

    // Update is called once per frame
    void Update ()
        recoiling ();

From your gun script when a shot is triggered call the Recoil script this way:

    void Start ()
        cam = GameObject.FindWithTag ("MainCamera").transform;
        recoilComponent = cam.parent.GetComponent<Recoil>();

IEnumerator Fire ()
        recoilComponent.StartRecoil(0.2f, 10f, 10f);
                // other firing code;