In my shooter, I have two cameras: third and first person. Those cameras are controlled by a “camera controller” that is parented to the player. Third person camera indirectly inherits the camera controller’s rotation and positions itself behind the player using an offset, while the first person camera is a child of the head transform and will be adjusted according to the animator.
I am using the camera controller to define a lookAtTarget Vector3 straight forward from the position. This works perfectly for my first person camera, but for the third person camera with the offset, the look at target is not dead center in the camera view. I’ve tried using transform.LookAt(camController.AimTarget) but once the camera reaches the clamp values for looking up and down, it tilts making the effect undesirable.
The overall objective is to ensure the head and gun don’t have a different lookAt target per camera. Please help me. Thank you