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Question by lironberger · Jul 09, 2016 at 04:46 PM · c#camerasmoothfollow

How to make the camera change positions smoothly?

I am new to unity and currently trying to make my first project. I have written a camera follow script for my game which has aiming and third person mode. The camera follows the player nicely and as I wanted it to, but it has a little smoothness problem, and it is even hard to look upon after a while.

I think that the problem accurs because I add to the "eulerAngles" another vector without a graduate change, but i tried to use Vector3.Lerp() and everything went completely wrong. How can I make the camera move smootly from one position to another? Thanks!

 public Transform player_cam;
 public Transform centerPoint;
 public Transform aim_point;
 
 public bool aim = false;
 
 public float distance = 4;
 public float maxHeight = 6;
 public float minHeight = -0.5f;
 public float orbitingSpeed = 100;
 public float verticalSpeed = 10;
 public float offsetX = 0;
 
 public float aimDistance = 2;
 public float aimOrbitingSpeed = 50;
 public float aimOffsetX = 2;
 
 float height;
 
 void Start() {
 
 }
 
 void Update() {
     if (!aim) {
         centerPoint.position = gameObject.transform.position + new Vector3(0, 2.132f, 0);
         centerPoint.eulerAngles += new Vector3(0, Input.GetAxis("Mouse X") * Time.deltaTime * orbitingSpeed, 0);
         height += Input.GetAxis("Mouse Y") * Time.deltaTime * -verticalSpeed;
         height = Mathf.Clamp(height, minHeight, maxHeight);
     } else {
         transform.eulerAngles += new Vector3(0, Input.GetAxis("Mouse X") * Time.deltaTime * aimOrbitingSpeed, 0);
     }
 }
 
 void LateUpdate() {
     if (!aim) {
         player_cam.position = centerPoint.position + centerPoint.forward * -1 * distance + Vector3.up * height;
         player_cam.LookAt(centerPoint);
         player_cam.position += new Vector3(offsetX, 0, 0);
     } else {
         player_cam.position = aim_point.position - transform.forward * aimDistance;
         player_cam.LookAt(aim_point);
         player_cam.position += transform.right * aimOffsetX;
     }
 }
 
 void OnGUI() {
     if (aim) {
         Rect position = new Rect(Screen.width / 2, Screen.height / 2, 10, 10);
         GUI.Box(position, new Texture());
     }
 }




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