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Question by AlvinFassari · Jan 07, 2016 at 02:30 PM · cameraplayerfollow

Camera Follows 2D player

Hi, i got this script attached at my camera but the player moves faster then the camera. Here is the script attached on the camera:

public float xMargin = 1f; // Distance in the x axis the player can move before the camera follows.

 public float yMargin = 1f;        // Distance in the y axis the player can move before the camera follows.

 public float xSmooth = 8f;        // How smoothly the camera catches up with it's target movement in the x axis.

 public float ySmooth = 8f;        // How smoothly the camera catches up with it's target movement in the y axis.

 public Vector2 maxXAndY;        // The maximum x and y coordinates the camera can have.

 public Vector2 minXAndY;        // The minimum x and y coordinates the camera can have.


 private Transform player;        // Reference to the player's transform.


 void Awake()
 {
     // Setting up the reference.
     player = GameObject.FindGameObjectWithTag("Player").transform;
 }


 bool CheckXMargin()
 {
     // Returns true if the distance between the camera and the player in the x axis is greater than the x margin.
     return Mathf.Abs(transform.position.x - player.position.x) > xMargin;
 }


 bool CheckYMargin()
 {
     // Returns true if the distance between the camera and the player in the y axis is greater than the y margin.
     return Mathf.Abs(transform.position.y - player.position.y) > yMargin;
 }


 void FixedUpdate()
 {
     TrackPlayer();

 }


 void TrackPlayer()
 {
     // By default the target x and y coordinates of the camera are it's current x and y coordinates.
     float targetX = transform.position.x;
     float targetY = transform.position.y;


     // If the player has moved beyond the x margin...
     if (CheckXMargin())
         // ... the target x coordinate should be a Lerp between the camera's current x position and the player's current x position.
         targetX = Mathf.MoveTowards(transform.position.x, player.position.x, xSmooth * Time.deltaTime);

     // If the player has moved beyond the y margin...
     if (CheckYMargin())
         // ... the target y coordinate should be a Lerp between the camera's current y position and the player's current y position.
         targetY = Mathf.Lerp(transform.position.y, player.position.y, ySmooth * Time.deltaTime);

     // Set the camera's position to the target position with the same z component.
     transform.position = new Vector3(targetX, targetY, transform.position.z);
 }

}

please help me!

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