• Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
  • Asset Store
  • Get Unity

UNITY ACCOUNT

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account
  • Blog
  • Forums
  • Answers
  • Evangelists
  • User Groups
  • Beta Program
  • Advisory Panel

Navigation

  • Home
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
    • Blog
    • Forums
    • Answers
    • Evangelists
    • User Groups
    • Beta Program
    • Advisory Panel

Unity account

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account

Language

  • Chinese
  • Spanish
  • Japanese
  • Korean
  • Portuguese
  • Ask a question
  • Spaces
    • Default
    • Help Room
    • META
    • Moderators
    • Topics
    • Questions
    • Users
    • Badges
  • Home /
avatar image
0
Question by White8eard · Nov 08, 2014 at 06:49 AM · c#camerarotationtransformposition

How to make Camera position Independent of its Rotation?

Hello, in t$$anonymous$$s game, the camera is attached to the player as its c$$anonymous$$ld, the camera angle is fixed, even when the player rotates, but the camera position keeps changing every time the player rotates, as you can see below, the camera angle is fixed to one single direction, but when ever parent changes its rotation, it affects the c$$anonymous$$ld position, i dont want want my parents, rotation to affect my c$$anonymous$$ld Camera's position..

//Camera Rotation Script

     void Awake () {
         //pos = transform.localPosition;
         rotation = transform.rotation;
     }
 
 
 
 
     void LateUpdate () {
 
         transform.rotation = rotation;
         //transform.localPosition = pos;
     
     }

//Camera Position Script

 void Update () {
         if(t$$anonymous$$s.transform.rotation.y == 0f)
             t$$anonymous$$s.transform.localPosition = new Vector3(0f,13f,-4.5f);
         else if(t$$anonymous$$s.transform.rotation.y == 180f)
             t$$anonymous$$s.transform.localPosition = new Vector3(0f,13f,4.5f);
         else if(t$$anonymous$$s.transform.rotation.y == 90f)
             t$$anonymous$$s.transform.localPosition = new Vector3(-4.5f,13f,0f);
         else if(t$$anonymous$$s.transform.rotation.y == 270f)
             t$$anonymous$$s.transform.localPosition = new Vector3(4.5f,13f,0f);
     }
Comment
Add comment
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

1 Reply

· Add your reply
  • Sort: 
avatar image
0

Answer by troien · Nov 08, 2014 at 08:41 AM

My solution would be to just don't mak the camera a c$$anonymous$$ld in the first place, since you only want it to follow the position, you could do that by adding a script like t$$anonymous$$s to your camera:

 using UnityEngine;
 using System.Collections;
 
 public class RotatingExample1 : MonoBehaviour
 {
     public Transform targetToFollow;
     public Vector3 targetOffset;
 
     private void LateUpdate()
     {
         transform.position = targetToFollow.position + targetOffset;
     }
 }

If you still insist on keeping it a c$$anonymous$$ld however, then t$$anonymous$$s code should help

 using UnityEngine;
 using System.Collections;
 
 public class RotatingExample2 : MonoBehaviour
 {
     public Vector3 offsetWorldPosition;
     private Quaternion fixedRotation;
 
     private void Awake()
     {
         fixedRotation = transform.rotation;
         //offsetWorldPosition = transform.localPosition; // Add t$$anonymous$$s if you don't want to set the value in the inspector
     }
 
     private void LateUpdate()
     {
         transform.rotation = fixedRotation;
         transform.localPosition = transform.parent.worldToLocalMatrix.MultiplyVector(offsetWorldPosition);
     }
 }

Comment
Add comment · Show 2 · Share
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users
avatar image White8eard · Nov 08, 2014 at 11:19 AM 0
Share
avatar image troien · Nov 08, 2014 at 12:19 PM 0
Share

Your answer

Hint: You can notify a user about this post by typing @username

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Welcome to Unity Answers

If you’re new to Unity Answers, please check our User Guide to help you navigate through our website and refer to our FAQ for more information.

Before posting, make sure to check out our Knowledge Base for commonly asked Unity questions.

Check our Moderator Guidelines if you’re a new moderator and want to work together in an effort to improve Unity Answers and support our users.

Follow this Question

Answers Answers and Comments

3 People are following this question.

avatar image avatar image avatar image

Related Questions

An Efficient Way To Follow Transform's Position? 3 Answers

Rotating Camera around player object 0 Answers

Moving Camera on player stop then move and rotate to separate point? 0 Answers

Move camera certain distance away from object, but keep object centered (with specific camera rotation) 1 Answer

Flip over an object (smooth transition) 3 Answers


Enterprise
Social Q&A

Social
Subscribe on YouTube social-youtube Follow on LinkedIn social-linkedin Follow on Twitter social-twitter Follow on Facebook social-facebook Follow on Instagram social-instagram

Footer

  • Purchase
    • Products
    • Subscription
    • Asset Store
    • Unity Gear
    • Resellers
  • Education
    • Students
    • Educators
    • Certification
    • Learn
    • Center of Excellence
  • Download
    • Unity
    • Beta Program
  • Unity Labs
    • Labs
    • Publications
  • Resources
    • Learn platform
    • Community
    • Documentation
    • Unity QA
    • FAQ
    • Services Status
    • Connect
  • About Unity
    • About Us
    • Blog
    • Events
    • Careers
    • Contact
    • Press
    • Partners
    • Affiliates
    • Security
Copyright © 2020 Unity Technologies
  • Legal
  • Privacy Policy
  • Cookies
  • Do Not Sell My Personal Information
  • Cookies Settings
"Unity", Unity logos, and other Unity trademarks are trademarks or registered trademarks of Unity Technologies or its affiliates in the U.S. and elsewhere (more info here). Other names or brands are trademarks of their respective owners.
  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges