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Question by macross_ · Jul 20, 2016 at 08:52 PM · camerafollow

2d camera follow player by looking ahead.

I have created smooth camera follow script which tracks player in the x axis. Now i'm trying to figure out how to make the camera look ahead of the player.

This is what i got so far:

 using UnityEngine;
 using System.Collections;
 
 public class CameraFollow : MonoBehaviour {
 
     public Transform player;
     public float smoothTime = 0.3f;
     private Vector3 velocity = Vector3.zero;
 
     // Use this for initialization
     void Start () {
     
     }
     
     // Update is called once per frame
     void Update () {
         Vector3 targetPosition = player.transform.position;
         targetPosition.z = transform.position.z;
         targetPosition.y = 0f;
 
         transform.position = Vector3.SmoothDamp (transform.position, targetPosition, ref velocity, smoothTime);
 
     }
 }
 

Any ideas?

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Answer by Danao · Oct 08, 2017 at 11:21 PM

This is what I'm currently using. It could use some tweaking yet but should get you started if you haven't already found a solution:

  public class MyCameraFollow : MonoBehaviour
     {
     
         [SerializeField]
         private float xMax;
     
         [SerializeField]
         private float yMax;
     
         [SerializeField]
         private float xMin;
     
         [SerializeField]
         private float yMin;
     
         //Set the amount of horizontal offset in the inspector
         public Vector2 offset;
     
         //Allow us to click and drag an object (that we want to follow) in the inspector
         private Transform target;
         private Vector3 tempFollowedObjectWithOffset;
     
         //Lerp
         public bool lerpCameraMovementOnX;
         public float lerpSpeed;
     
     
         void FixedUpdate()
         {
     
             if (Player.Instance.IsDead == false)
             {
                 target = GameObject.Find("Player").transform;
     
                 if (Player.Instance.facingLeft == true)
                 {
                     tempFollowedObjectWithOffset = new Vector3(Mathf.Clamp(target.position.x + offset.x, xMin, xMax), Mathf.Clamp(target.position.y + offset.y, yMin, yMax), transform.position.z);
                 }
                 else
                 {
                     tempFollowedObjectWithOffset = new Vector3(Mathf.Clamp(target.position.x - offset.x, xMin, xMax), Mathf.Clamp(target.position.y + offset.y, yMin, yMax), transform.position.z);
                 }
     
                 if (lerpCameraMovementOnX)
                 {
                     transform.position = Vector3.Lerp(transform.position, tempFollowedObjectWithOffset, lerpSpeed * Time.deltaTime);
                 }
                 else
                 {
                     transform.position = tempFollowedObjectWithOffset;
                 }
             }
             if (Player.Instance.IsDead == true)
             {
                 target = null;
                 return;
             }
         }
         }








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