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Question by Leslie-Young · Oct 11, 2016 at 03:48 PM · camerapositioning

Offset relative to camera rotation/ direction

I want a camera to follow at an offset from a target it is following; for example 1 unit back and 1.8 units up. I've tried a few things and want to know if there is a better way of doing it than what I am currently using.

The camera (_camTr) is a child object of another object. The camera object can tilt/look up and down. Rotation is applied on the parent object. The parent object is also the one that is being moved and the calculated position (with offset) is applied on it.

I do not care for the X offset. Only the Y (up/down) and Z (back/forward) is important. But if X can be worked in without too much cost then it might be useful.

At the moment I am using this.

 Vector3 offset = new Vector3(0f, 1.8f, -1f);
 ....
 Vector3 v = _camtr.forward * offset.z;
 v.y = offset.y;
 targetPos = followTarget.position + v;

This also works but I thought the above might be a bit faster.

 Quaternion q = Quaternion.Euler(0f, _camtr.rotation.eulerAngles.y, 0f);
 targetPos = followTarget.position + (q * offset);
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