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Question by barnasaradavid · Jul 15, 2019 at 03:47 PM · cameracamera-movementcamera-lookcamera followcamera rotation

Returning the camera back to original position,

I want my camera to go back to the original position. It's attached to the player. Any ideas?

Here is the full script:

using System.Collections; using System.Collections.Generic; using UnityEngine;

public class CameraController : MonoBehaviour {

 public GameObject target;
 public float xSpeed = 3.5f;
 float sensitivity = 17f;

 float minFov = 35;
 float maxFov = 100;

 // Update is called once per frame
 void Update()
 {

     if (Input.GetMouseButton(1))
     {

         transform.RotateAround(target.transform.position, transform.up, Input.GetAxis("Mouse X") * xSpeed);
         transform.RotateAround(target.transform.position, transform.right, -Input.GetAxis("Mouse Y") * xSpeed);

     }

     

     //ZOOM

     float fov = Camera.main.fieldOfView;
     fov += Input.GetAxis("Mouse ScrollWheel") * -sensitivity;
     fov = Mathf.Clamp(fov, minFov, maxFov);
     Camera.main.fieldOfView = fov;

 }

},

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Answer by pyramidhead01 · Jul 15, 2019 at 03:57 PM

Add a Vector3 position and the you can reference that whenever you want, I'll give you an example:

  public GameObject target;
  public float xSpeed = 3.5f;
  float sensitivity = 17f;
  
  float minFov = 35;
  float maxFov = 100;
 Vector3 originalPosition;
 
 //Example to get position, just type this line of code in for whatever position you are trying to move back to
 void Start
 {
 originalPosition = camera.main.transform.position;
 }
  // Update is called once per frame
  void Update()
  {
 
      if (Input.GetMouseButton(1))
      {
 
          transform.RotateAround(target.transform.position, transform.up, Input.GetAxis("Mouse X") * xSpeed);
          transform.RotateAround(target.transform.position, transform.right, -Input.GetAxis("Mouse Y") * xSpeed);
 
      }
 
      
 
      //ZOOM
 
      float fov = Camera.main.fieldOfView;
      fov += Input.GetAxis("Mouse ScrollWheel") * -sensitivity;
      fov = Mathf.Clamp(fov, minFov, maxFov);
      Camera.main.fieldOfView = fov;
 
  }

Then whenever you want to snap back, you type this line of code in:

 camera.main.position = orinalPosition;
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avatar image barnasaradavid · Jul 15, 2019 at 04:32 PM 0
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Thank you! I'll try it! :D

avatar image pyramidhead01 barnasaradavid · Jul 15, 2019 at 09:26 PM 0
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Let me know if that worked if you need more help

avatar image barnasaradavid pyramidhead01 · Jul 16, 2019 at 03:00 PM 0
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I didn't succeed, but i have a new idea for the character and the camera movement.

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