블로그 이미지
Every unexpected event is a path to learning for you.

카테고리

분류 전체보기 (2731)
Unity3D (814)
Programming (474)
Server (33)
Unreal (4)
Gamebryo (56)
Tip & Tech (228)
협업 (57)
3DS Max (3)
Game (12)
Utility (136)
Etc (96)
Link (32)
Portfolio (19)
Subject (90)
iOS,OSX (51)
Android (14)
Linux (5)
잉여 프로젝트 (2)
게임이야기 (3)
Memories (20)
Interest (38)
Thinking (38)
한글 (30)
PaperCraft (5)
Animation (408)
Wallpaper (2)
재테크 (18)
Exercise (3)
나만의 맛집 (3)
냥이 (10)
육아 (16)
Total
Today
Yesterday
03-29 07:22

Smooth Follow Camera

Unity3D / 2012. 11. 6. 00:10

SmoothFollow2

Author: Daniel

Improved Version

Author: Vasilis Christopoulos & Daniel Toliaferro

Contents

 [hide

Description

This is designed to make a camera smoothly follow a ship in space.

Usage

Place this script onto a camera.

JavaScript - SmoothFollow2.js

var target : Transform;
var distance = 3.0;
var height = 3.0;
var damping = 5.0;
var smoothRotation = true;
var rotationDamping = 10.0;

function Update () {
	var wantedPosition = target.TransformPoint(0, height, -distance);
	transform.position = Vector3.Lerp (transform.position, wantedPosition, Time.deltaTime * damping);

	if (smoothRotation) {
		var wantedRotation = Quaternion.LookRotation(target.position - transform.position, target.up);
		transform.rotation = Quaternion.Slerp (transform.rotation, wantedRotation, Time.deltaTime * rotationDamping);
	}

	else transform.LookAt (target, target.up);
}

C# - SmoothFollow2.cs

using UnityEngine;
using System.Collections;

public class SmoothFollow2 : MonoBehaviour {
	public Transform target;
	public float distance = 3.0f;
	public float height = 3.0f;
	public float damping = 5.0f;
	public bool smoothRotation = true;
	public float rotationDamping = 10.0f;
	
	void Update () {
		Vector3 wantedPosition = target.TransformPoint(0, height, -distance);
		transform.position = Vector3.Lerp (transform.position, wantedPosition, Time.deltaTime * damping);

		if (smoothRotation) {
			Quaternion wantedRotation = Quaternion.LookRotation(target.position - transform.position, target.up);
			transform.rotation = Quaternion.Slerp (transform.rotation, wantedRotation, Time.deltaTime * rotationDamping);
		}
		
		else transform.LookAt (target, target.up);
	}
}

C# - SmoothFollow2.cs (Improved)

using UnityEngine;
using System.Collections;

        public class SmoothFollow2 : MonoBehaviour {
        public Transform target;
        public float distance = 3.0f;
        public float height = 3.0f;
        public float damping = 5.0f;
        public bool smoothRotation = true;
        public bool followBehind = true;
        public float rotationDamping = 10.0f;

        void Update () {
               Vector3 wantedPosition;
               if(followBehind)
                       wantedPosition = target.TransformPoint(0, height, -distance);
               else
                       wantedPosition = target.TransformPoint(0, height, distance);
     
               transform.position = Vector3.Lerp (transform.position, wantedPosition, Time.deltaTime * damping);

               if (smoothRotation) {
                       Quaternion wantedRotation = Quaternion.LookRotation(target.position - transform.position, target.up);
                       transform.rotation = Quaternion.Slerp (transform.rotation, wantedRotation, Time.deltaTime * rotationDamping);
               }
               else transform.LookAt (target, target.up);
         }
}


출처 : http://wiki.unity3d.com/index.php/SmoothFollow2

반응형
Posted by blueasa
, |