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CameraController.cs
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CameraController.cs
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class CameraController : MonoBehaviour
{
public Transform target;
public float distance;
public float heightOffset;
public Vector2 sensitivity;
public Vector2 smoothing;
private Vector2 position;
private Vector2 mousePosition;
internal Vector3 rawPosition;
private void Start()
{
if (sensitivity == Vector2.zero) sensitivity = new Vector2(1.5f, 1f);
if (smoothing == Vector2.zero) smoothing = Vector2.one * 3f;
}
internal void updatePosition(float x, float y)
{
Vector2 update = Vector2.zero;
update.x = y * (sensitivity.x * smoothing.x);
update.y = x * (sensitivity.y * smoothing.y);
mousePosition.x = Mathf.Lerp(mousePosition.x, update.x, 1f / smoothing.x);
mousePosition.y = Mathf.Lerp(mousePosition.y, update.y, 1f / smoothing.y);
position.x += mousePosition.x;
position.y += mousePosition.y;
//Clamp the Y value for vertical rotation
position.x = Mathf.Clamp(position.x, -85f, 85f);
}
void LateUpdate()
{
var newRotation = Quaternion.Euler(position.x, position.y, 0);
var newPosition = newRotation * new Vector3(0, heightOffset, -distance) + target.position;
var newDirection = target.position - newPosition;
transform.rotation = Quaternion.LookRotation(newDirection, Vector3.up);
transform.position = newPosition + new Vector3(0, heightOffset, 0);
rawPosition = newPosition;
}
}