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Question by Jpeppa · Jan 12, 2014 at 01:23 AM · javascriptcamera-movementscriptingbasicsside scrollercamera-scrolling

Refining a 3d side scroller camera script

Hey all,

So the title is a bit vague, but let me go ahead and elaborate. First off I don't have much experience w/ code. I have used C++ in the past and am learning javascript atm. I know most basics of programming but struggle w/ finding a starting point and logic.

I have finished a simple tutorial series on Digital Tutors that got me a decent understanding how how to script in Unity and I have created a simple movement script. What I am trying to do now is refine the camera to be more "smooth". I would like the camera to smoothly lead ahead of the character when moving in that direction (Though it doesn't have to be exactly as I described). A similar camera system that I found is in this link for the recently released game "Swapper".

[url]http://www.youtube.com/watch?v=MHABt6fRo7U[/url]

So enough of my rambling. I was hoping to get some hints or some possible ways that this effect could be done. I would very much like to figure the code out on my own. I will link my movement script below.

[CODE] var speed : float = 6.0; var jumpSpeed : float = 6.0; var gravity : float = 12.0;

//This variable is now inheriting the Vector3 info (X,Y,Z) and setting them to 0. private var moveDirection : Vector3 = Vector3.zero;

function MoveAndJump() {

 var controller : CharacterController = GetComponent(CharacterController);
     
     if(controller.isGrounded) {
     
         //moveDirection is inheriting Vector3 info.  This now sets the X and Z coords to receive the input set to "Horizontal" and "Vertical"
         moveDirection = Vector3(Input.GetAxis("Horizontal"), 0, Input.GetAxis("Vertical"));    //Allows player Input
         moveDirection = transform.TransformDirection(moveDirection);    //How to move
         moveDirection *= speed;        //How fast to move
         
         if(Input.GetButton("Jump")) {
         
             moveDirection.y = jumpSpeed;
         }
     }
     
     //Apply gravity
     moveDirection.y -= gravity * Time.deltaTime;
     
     //This moves the controller
     controller.Move(moveDirection * Time.deltaTime);

}

function Update() {

 MoveAndJump();

} [/CODE]

Thank you!

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