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Question by bozkurtreis2002 · Jul 12, 2021 at 12:18 PM · camera

Camera shake effect when player stands on the ground for a long time,camera shake effect when unity player touches the ground

I want to make camera flicker effect when unity player touches the ground my flickering code is like this but how can I trigger it? I want the camera to make a shaking effect when my character stands on the ground for a long time.`using UnityEngine; using System.Collections; public class cameraShake : MonoBehaviour { private Vector3 originPosition; private Quaternion originRotation; public float shake_decay; public float shake_intensity;

 void OnGUI()
 {
     if (GUI.Button(new Rect(20, 40, 80, 20), "Shake"))
     {
         Shake();
     }
 }

 void Update()
 {
     if (shake_intensity > 0)
     {
         transform.position = originPosition + Random.insideUnitSphere * shake_intensity;
         transform.rotation = new Quaternion(
         originRotation.x + Random.Range(-shake_intensity, shake_intensity) * .2f,
         originRotation.y + Random.Range(-shake_intensity, shake_intensity) * .2f,
         originRotation.z + Random.Range(-shake_intensity, shake_intensity) * .2f,
         originRotation.w + Random.Range(-shake_intensity, shake_intensity) * .2f);
         shake_intensity -= shake_decay;
     }
 }

 void Shake()
 {
     originPosition = transform.position;
     originRotation = transform.rotation;
     shake_intensity = .3f;
     shake_decay = 0.002f;
 }

}` ,I want to make camera flicker effect when unity player touches the ground my flickering code is like this but how can I trigger it? I want the camera to make a shaking effect when my character stands on the ground for a long time. using UnityEngine; using System.Collections; public class cameraShake : MonoBehaviour { private Vector3 originPosition; private Quaternion originRotation; public float shake_decay; public float shake_intensity;

     void OnGUI()
     {
         if (GUI.Button(new Rect(20, 40, 80, 20), "Shake"))
         {
             Shake();
         }
     }
 
     void Update()
     {
         if (shake_intensity > 0)
         {
             transform.position = originPosition + Random.insideUnitSphere * shake_intensity;
             transform.rotation = new Quaternion(
             originRotation.x + Random.Range(-shake_intensity, shake_intensity) * .2f,
             originRotation.y + Random.Range(-shake_intensity, shake_intensity) * .2f,
             originRotation.z + Random.Range(-shake_intensity, shake_intensity) * .2f,
             originRotation.w + Random.Range(-shake_intensity, shake_intensity) * .2f);
             shake_intensity -= shake_decay;
         }
     }
 
     void Shake()
     {
         originPosition = transform.position;
         originRotation = transform.rotation;
         shake_intensity = .3f;
         shake_decay = 0.002f;
     }
 }
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