How to implement 3rd person camera rotation in Unity 3D

Welcome, fellow Unity developers! Today, we delve into the captivating world of 3rd person camera rotation.

The Magic of Third Person Camera Rotation

Third person camera rotation brings games to life by allowing players to view their characters from an external perspective. It adds depth and dynamism, enhancing the overall gaming experience. In a third-person game, the player controls the character while viewing it from behind or at the side. This perspective allows for more complex environments and interactions compared to first-person perspectives.

Understanding the Basics

To implement 3rd person camera rotation in Unity, we first need to understand the Camera and Character Controller scripts. These scripts control the camera’s movement and the character’s movement respectively.

The Camera Script

The Camera script determines how the camera follows the player. A common method is the ‘look at’ function, which ensures the camera always faces the player’s position.

csharp
transform.LookAt(player.position);

This line of code tells the camera to face the position of the player object. However, it doesn’t control how the camera moves or rotates around the player.

The Character Controller Script

The Character Controller script manages the player’s movement. It uses Input.GetAxis() to interpret user input and move the character accordingly.

csharp
void Move(float horizontal, float vertical) {
Vector3 movement = new Vector3(horizontal, 0f, vertical);
movement *= transform.TransformDirection(movement);
movement *= speed;
GetComponent().AddForce(movement);
}

This script moves the character based on user input along the horizontal and vertical axes. The Character Controller also handles jumping, crouching, and other movements depending on the game’s requirements.

Rotating the Camera

Now, let’s rotate the camera around the player. We’ll use the Mouse X and Y axes for horizontal and vertical rotation.

csharp
void RotateCamera() {
float horizontalRotation = Input.GetAxis(“Mouse X”);
float verticalRotation = Input.GetAxis(“Mouse Y”);

transform.rotation = Quaternion.Lerp(transform.rotation, Quaternion.Euler(verticalRotation, horizontalRotation, 0), Time.deltaTime * rotationSmoothness);
}

This function rotates the camera based on user input along the up and right axes. However, this rotation can sometimes feel jerky or unresponsive. To smooth out the rotation, we can use a smoother like Lerp (LeanTween’s Smooth function is also an option).

<strong>Rotating the Camera</strong>

Experiment and Iterate

Remember, the key to mastering 3rd person camera rotation is experimentation and iteration. Tweak your scripts, adjust parameters, and watch your game come alive! You can also add features like camera orbiting or locking the camera to the ground for a more polished experience.

FAQs

1. Why does my camera rotate too quickly/slowly? Adjust the `rotationSmoothness` parameter in the `RotateCamera()` function to control the speed of rotation.

2. Why can’t I rotate the camera vertically? Ensure you are using Input.GetAxis(“Mouse Y”) for vertical rotation. If it still doesn’t work, check your Input Manager settings.

3. How do I make the camera orbit around the player? Use Quaternion.EulerAngles() to rotate the camera around the player’s position. You can also use a script that orbits the camera around the player based on time or user input.

In conclusion, implementing 3rd person camera rotation in Unity 3D is a rewarding challenge that adds depth and dynamism to your games.