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Question by jonahcawston · Feb 09, 2016 at 02:21 PM · camerascripting beginnertutorialsorbittank

How to make an orbiting camera around the TANKS! tutorial map?

I'm looking to slowly orbit my camera around a game board in the "TANKS" tutorial offered on the site. I'm new to coding so have no idea how to modify my camera to do this as it already follows the tanks in the script.

Here is the script please let me know if anyone can help!

 using UnityEngine;
 
 public class CameraControl : MonoBehaviour
 {
     public float m_DampTime = 0.2f;                 
     public float m_ScreenEdgeBuffer = 4f;           
     public float m_MinSize = 6.5f;                  
     [HideInInspector] public Transform[] m_Targets; 
 
 
     private Camera m_Camera;                        
     private float m_ZoomSpeed;                      
     private Vector3 m_MoveVelocity;                 
     private Vector3 m_DesiredPosition;              
 
 
     private void Awake()
     {
         m_Camera = GetComponentInChildren<Camera>();
     }
 
 
     private void FixedUpdate()
     {
         Move();
         Zoom();
     }
 
     
     private void Move()
     {
         FindAveragePosition();
 
         transform.position = Vector3.SmoothDamp(transform.position, m_DesiredPosition, ref m_MoveVelocity, m_DampTime);
     }
 
 
     private void FindAveragePosition()
     {
         Vector3 averagePos = new Vector3();
         int numTargets = 0;
 
         for (int i = 0; i < m_Targets.Length; i++)
         {
             if (!m_Targets[i].gameObject.activeSelf)
                 continue;
 
             averagePos += m_Targets[i].position;
             numTargets++;
         }
 
         if (numTargets > 0)
             averagePos /= numTargets;
 
         averagePos.y = transform.position.y;
 
         m_DesiredPosition = averagePos;
     }
 
 
     private void Zoom()
     {
         float requiredSize = FindRequiredSize();
         m_Camera.orthographicSize = Mathf.SmoothDamp(m_Camera.orthographicSize, requiredSize, ref m_ZoomSpeed, m_DampTime);
     }
 
 
     private float FindRequiredSize()
     {
         Vector3 desiredLocalPos = transform.InverseTransformPoint(m_DesiredPosition);
 
         float size = 0f;
 
         for (int i = 0; i < m_Targets.Length; i++)
         {
             if (!m_Targets[i].gameObject.activeSelf)
                 continue;
 
             Vector3 targetLocalPos = transform.InverseTransformPoint(m_Targets[i].position);
 
             Vector3 desiredPosToTarget = targetLocalPos - desiredLocalPos;
 
             size = Mathf.Max (size, Mathf.Abs (desiredPosToTarget.y));
 
             size = Mathf.Max (size, Mathf.Abs (desiredPosToTarget.x) / m_Camera.aspect);
         }
         
         size += m_ScreenEdgeBuffer;
 
         size = Mathf.Max(size, m_MinSize);
 
         return size;
     }
 
 
     public void SetStartPositionAndSize()
     {
         FindAveragePosition();
 
         transform.position = m_DesiredPosition;
 
         m_Camera.orthographicSize = FindRequiredSize();
     }
 }

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