i can't understand how can i make it so that my camera will approach an object and after reaching a certain distance from it,it will go back to the initial position, and so on. Here is my code:
public class Camera : MonoBehaviour
{
public GameObject cameraLook;
float speed = 10f;
// Start is called before the first frame update
void Start()
{
}
// Update is called once per frame
void Update()
{
Vector3 distance = (transform.position - cameraLook.transform.position);
Debug.Log(distance);
transform.LookAt(cameraLook.transform.position);
if (distance.x > 30)
{
go();
}
if (distance.x < 0)
{
goBack();
}
}
void go()
{
transform.position += transform.forward * speed * Time.deltaTime;
}
void goBack()
{
transform.position-= transform.forward * speed * Time.deltaTime;
}
}
Update
is called once every frame.
What currently happens in your code is
x > 30
go
once< 30
but still > 0
due to the movement last frameor the same with
< 0
go
once> 0
but still < 30
due to the movement last frameThen also it is very "dangerous" / unreliable to simply check the global X
axis difference between your objects. This assumes that your camera is definitely moving along the X axis.
Instead I would rather use something like eg
public class Camera : MonoBehaviour
{
public GameObject cameraLook;
[Toolbox("The minimum distance the camera should stay away from the object when moving closer")]
[Min(0f)] public float minDistance = 0f;
[Toolbox("The maximum distance the camera should move away from the object")]
[Min(0f)] public float maxDistance = 30f;
[Toolbox("How fast shall the camera travel. If your target objects moves have in mind that this needs to be bigger then the movement speed of your target object ;)")]
[Min(0f)] public float moveUnitsPerSecond = 10f;
[Toolbox("If true starts moving towards otherwise starts moving away")]
public bool startMovingTowards = true;
private bool isMovingTowards;
private void Start()
{
isMovingTowards = startMovingTowards;
}
void Update()
{
// first look at the target object
transform.LookAt(cameraLook.transform.position);
// get the desired final distance based on the move direction flag
var targetDistance = isMovingTowards ? minDistance : maxDistance;
// get the desired final position based on the desired distance
// simply moving the distance backwards away from the object
var targetPosition = cameraLook.transform.position - transform.forward * targetDistance;
// Move smoothly with the given moveUnitsPerSecond to the desired final position
transform.position = Vector3.MoveTowards(transform.position, targetPosition, moveUnitsPerSecond * Time.deltaTime);
// is the desired final position reached (within a precision of 0.00001)
if(transform.position == targetPosition)
{
// then simply invert the move direction
isMovingTowards = !isMovingTowards;
}
}
}
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