# Rotation issues - Please help

Hi all, basically I'm making a simple game where I have a world object and the camera fixed to look at it and you can orbit the camera around it. When you zoom in a certain distance I want the camera to smoothly switch to looking at the player character and then rotating the camera will smoothly orbit the player.

I got as far as getting the zooming in and smoothly orbiting the player working but its doesn't smoothly switch it jumps from one target to the other and when I try to make it smooth it works but then messes up the orbit.

any help please.

```
using UnityEngine;
using System.Collections;
public class Camera1 : MonoBehaviour
{
public Transform target;
public Transform player;
public float distance = 5.0f;
public float xSpeed = 120.0f;
public float ySpeed = 120.0f;
public float rotationspeed = 2.0f;
public int x = 0;
public float yMinLimit = -20f;
public float yMaxLimit = 80f;
public float distanceMin = .5f;
public float distanceMax = 15f;
public float smoothTime = 2f;
float rotationYAxis = 0.0f;
float rotationXAxis = 0.0f;
float velocityX = 0.0f;
float velocityY = 0.0f;
float minFov = 15f;
float maxFov = 90f;
float sensitivity = 10f;
// Use this for initialization
void Start()
{
Vector3 angles = transform.eulerAngles;
rotationYAxis = angles.y;
rotationXAxis = angles.x;
PlayerPrefs.SetInt("FollowPlayer", 0);
}
void LateUpdate()
{
if (target)
{
rotationYAxis += velocityX;
rotationXAxis -= velocityY;
rotationXAxis = ClampAngle(rotationXAxis, yMinLimit, yMaxLimit);
Quaternion fromRotation = Quaternion.Euler(transform.rotation.eulerAngles.x, transform.rotation.eulerAngles.y, 0);
Quaternion toRotation = Quaternion.Euler(rotationXAxis, rotationYAxis, 0);
Quaternion rotation = toRotation;
Vector3 negDistance = new Vector3(0.0f, 0.0f, -distance);
if (Input.GetMouseButton(1))
{
velocityX += xSpeed * Input.GetAxis("Mouse X") * 0.02f;
velocityY += ySpeed * Input.GetAxis("Mouse Y") * 0.02f;
if (PlayerPrefs.GetInt("FollowPlayer") == 0)
{
Vector3 position = rotation * negDistance + target.position;
transform.rotation = rotation;
transform.position = position;
}
if (PlayerPrefs.GetInt("FollowPlayer") == 1)
{
Vector3 position = rotation * negDistance + player.position;
transform.rotation = rotation;
transform.position = position;
}
}
if (PlayerPrefs.GetInt("FollowPlayer") == 0)
{
Vector3 position = rotation * negDistance + target.position;
transform.position = position;
transform.rotation = rotation;
}
if (PlayerPrefs.GetInt("FollowPlayer") == 1)
{
Vector3 position = rotation * negDistance + player.position;
transform.position = position;
transform.rotation = rotation;
}
velocityX = Mathf.Lerp(velocityX, 0, Time.deltaTime * smoothTime);
velocityY = Mathf.Lerp(velocityY, 0, Time.deltaTime * smoothTime);
}
}
void Update()
{
if(Input.GetKeyDown("z"))
{
Camera.main.fieldOfView = Camera.main.fieldOfView + 1;
}
if (Input.GetKeyDown("x"))
{
Camera.main.fieldOfView = Camera.main.fieldOfView - 1;
}
if(Camera.main.fieldOfView < 30)
{
PlayerPrefs.SetInt("FollowPlayer", 1);
}
if (Camera.main.fieldOfView > 30)
{
PlayerPrefs.SetInt("FollowPlayer", 0);
}
}
public static float ClampAngle(float angle, float min, float max)
{
if (angle < -360F)
angle += 360F;
if (angle > 360F)
angle -= 360F;
return Mathf.Clamp(angle, min, max);
}
}
```

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