Right now the way my camera moves is by being inside of the player and following the player movement.
Player Script
Vector3 moveHorizontal = MyCamera.transform.right * Input.GetAxisRaw("Horizontal") * speed;
Vector3 moveVertical = MyCamera.transform.forward * Input.GetAxisRaw("Vertical") * speed;
// rb getting the rigidbody Component
rb.velocity = (moveHorizontal + moveVertical);
Camera Script
public Vector3 myPos; //camera position
public Transform myPlay; // player position
void Update () {
transform.position = myPlay.position + myPos;
}
I also have another method of camera rotation when certain buttons are pressed.
Camera Script
private float goodDegs = 2.0f;
private float badDegs = -2.0f;
Void Update () {
if (Input.GetKey (KeyCode.E)) {
for (float i = 0; i < 90; i++) {
transform.Rotate (0, goodDegs * Time.deltaTime, 0);
}
}
if (Input.GetKey (KeyCode.Q)) {
for (float m = 0; m < 90; m++) {
transform.Rotate (0, badDegs * Time.deltaTime, 0);
}
}
}
What I want to do is turn it into a smooth rotation rather than just quickly jumping to new positions, I’ve looked elsewhere, but am not too sure what to use.
I am no expert, most of what I’ve done has been with help from forum answers.