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Question by Kenjie39 · Jul 06, 2016 at 02:22 PM · smoothfollow

Hello Guys How can i remove the smoothness of camera in this code?

 /*
 This camera smoothes out rotation around the y-axis and height.
 Horizontal Distance to the target is always fixed.
 
 There are many different ways to smooth the rotation but doing it this way gives you a lot of control over how the camera behaves.
 
 For every of those smoothed values we calculate the wanted value and the current value.
 Then we smooth it using the Lerp function.
 Then we apply the smoothed values to the transform's position.
 */
 
 // The target we are following
 var target : Transform;
 // The distance in the x-z plane to the target
 var distance = 5.0;
 // the height we want the camera to be above the target
 var height = 5.0;
 // How much we 
 var heightDamping = 2.0;
 var rotationDamping = 3.0;
 
 
 // Place the script in the Camera-Control group in the component menu
 @script AddComponentMenu("Camera-Control/Smooth Follow")
 
 function LateUpdate () {
     // Early out if we don't have a target
     /*camera_mode=0;
     
         transform.position =  target.position;
         transform.position -= Vector3.forward * distance;
         
         h = transform.position;
         h.y+=height;
         transform.position= h;
         transform.LookAt (target);
         */
         //+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
         
         
 
     
         
     if (!target)
         return;
     
     // Calculate the current rotation angles
     var wantedRotationAngle = target.eulerAngles.y;
     var wantedHeight = target.position.y + height;
         
     var currentRotationAngle = transform.eulerAngles.y;
     var 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;
     
     /*h = transform.position;
     h.y+=height;
     transform.position= h;*/
 
     // Set the height of the camera
     transform.position.y = currentHeight;
     
     // Always look at the target
     transform.LookAt (target);
 }
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