Having the camera following our player
Currently, our camera stays in the same spot while the game is going on. This does not work very well for this game, as the player will be moving more the longer the game is going on. There are two main ways that we can move our camera. We can just move the camera and make it a child of the player, but that will not work due to the ball's rotation. Due to that, we will likely want to use a script instead. Thankfully, we can modify how our camera looks at things fairly easily, so let's go ahead and fix that next:
- Go to the
Project
window and create a new C# script calledCameraBehaviour
. From there, use the following code:
using UnityEngine; /// <summary> /// Will adjust the camera to follow and face a target /// </summary> public class CameraBehaviour : MonoBehaviour { [Tooltip("What object should the camera be looking at")] public Transform target; [Tooltip("How offset will the camera be to the target")] public Vector3 offset = new Vector3(0, 3, -6); /// <summary> /// Update is called once per frame /// </summary> void Update () { // Check if target is a valid object if (target != null) { // Set our position to an offset of our target transform.position = target.position + offset; // Change the rotation to face target transform.LookAt(target); } } }
- Save the script and dive back into the Unity Editor. Select the
Main Camera
object in theHierarchy
window. Then, go to theInspector
window and add theCameraBehaviour
component to it. You may do this by dragging and dropping the script from theProject
window onto the game object or by clicking on theAdd Component
button at the bottom of theInspector
window, typing in the name of our component, and then clicking on Enter to confirm once it is highlighted.
- Afterward, drag and drop the
Player
object from theHierarchy
window into theTarget
property of the script in theInspector
window:

- Save the scene, and play the game:

The camera now follows the player as it moves. Feel free to tweak the variables and see how it effects the look of the camera to get the feel you'd like best for the project.