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Question by Veerababu.g · Dec 17, 2015 at 04:47 AM · maincamera

how to edit smoothFollow script

Am using smooth follow script to follow the player.my player is kind of contentious jumping(going up and down and again).

with the player the camera also jumping . i don't want that.just it has to follow horizontal(x axis ) only. not to follow y axis .

how can i edit it.

here is the script

using UnityEngine; using System.Collections;

public class SmoothFollow : MonoBehaviour {

 // The target we are following
 public Transform target;
 // The distance in the x-z plane to the target
 public float distance = 10.0f;
 // the height we want the camera to be above the target
 public float height = 5.0f;
 // How much we 
 public float heightDamping = 2.0f;
 public float rotationDamping = 3.0f;

 // Place the script in the Camera-Control group in the component menu
 [AddComponentMenu("Camera-Control/Smooth Follow")]

 void LateUpdate () {
     // Early out if we don't have a target
     if (!target) return;

     // Calculate the current rotation angles
     float wantedRotationAngle = target.eulerAngles.y;
     float wantedHeight = target.position.y + height;

     float currentRotationAngle = transform.eulerAngles.y;
     float currentHeight = transform.position.y;

     // Damp the rotation around the y-axis
     currentRotationAngle = Mathf.LerpAngle(currentRotationAngle, wantedRotationAngle, rotationDamping * Time.deltaTime);
 
     // Damp the height
     currentHeight = Mathf.Lerp(currentHeight, wantedHeight, heightDamping * Time.deltaTime);

     // Convert the angle into a rotation
     var currentRotation = Quaternion.Euler(0, currentRotationAngle, 0);
 
     // Set the position of the camera on the x-z plane to:
     // distance meters behind the target
     transform.position = target.position;
     transform.position -= currentRotation * Vector3.forward * distance;

     // Set the height of the camera
     transform.position = new Vector3(transform.position.x,currentHeight,transform.position.z);
 
     // Always look at the target
     transform.LookAt(target);
 }

}

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