Game Development Reference
In-Depth Information
and then find working default values with the inspector, as shown in the fol-
lowing code:
Public float height;
Public float desiredDistance;
Public float heightDamp;
Public float rotDamp;
4. Recall that the
Update()
loop of any GameObject gets called repeatedly
while the game simulation is running, which makes this method a great can-
didate in which we can put our main camera logic. Hence, inside the
Up-
date()
loop of this script, we will call a
UpdateRotAndTrans()
custom
method, which will contain the actual camera logic. We will place this logic
inside the
UpdateRotAndTrans()
method. This method will update the ro-
tation (facing angle) and translation (position) of the camera in the world; this
is how
GameCam
will accomplish the stated goal of moving in the world and
tracking the player:
void Update() {
UpdateRotAndTrans();
}
5. Above the update loop, let's implement the
UpdateRotAndTrans()
meth-
od as follows:
void UpdateRotAndTrans () {
// to be filled in
}
6. Inside this method, step 1 of our algorithm is accomplished with a sanity
check on
trackObj
. By checking for null and reporting an error to
de-