



using UnityEngine;
using System.Collections;
public class FollowCamRotation : MonoBehaviour {
public GameObject cam;
public float speed = 0.9f;
public float xPos = 0;
public float zPos = 1.5f;
public float yPos = 1.0f;
float mag;
Vector3 vPointing;
void Start ()
{
vPointing = xPos * cam.transform.right + yPos * Vector3.up + zPos * cam.transform.forward;
mag = Mathf.Sqrt(xPos * xPos + zPos * zPos);
}
void Update ()
{
Vector3 vPoint = xPos *cam.transform.right + zPos *cam.transform.forward;
vPoint.y = 0.0f;
vPoint.Normalize();
vPoint *= mag;
vPointing = Vector3.Lerp(vPointing,vPoint, speed * Time.deltaTime);
vPointing.Normalize();
vPoint *= mag;
vPointing.y = yPos;
transform.position = cam.transform.position + vPointing;
Quaternion q = Quaternion.LookRotation(cam.transform.position - transform.position);
transform.forward = cam.transform.forward;
}
}
