์—ฌ๋Ÿฌ๋ถ„ ์œ ๋‹ˆํ‹ฐ์—์„œย ๋งˆ์šฐ์Šค๋ฅผ ์›€์ง์—ฌ์„œ ๋ฐฉํ–ฅ์„ ์žก๋Š”๊ฑฐ๋ฅผ ๋งŒ๋“ค์—ˆ๊ฑฐ๋“ ์š”.


์ฝ”๋“œ ์ผ๋ถ€๋ถ„.

๊ทผ๋ฐ ์ด๋ ‡๊ฒŒ ๋งŒ๋“œ๋‹ˆ๊นŒ ๋งˆ์šฐ์Šค๊ฐ€ screen ํ™”๋ฉด์„ ๋„˜์–ด๊ฐ€๊ฒŒ ๋˜๋ฉด

๋” ์ด์ƒ ํšŒ์ „์„ ํ•  ์ˆ˜ ์—†๊ฒŒ ๋˜๋”๋ผ๊ณ ์š” . ใ… ใ…  ๋งˆ์šฐ์Šค ๋„˜์–ด๊ฐ€๋ฉด ๋‹ค์‹œ ์„ผํ„ฐ๋กœ ๋Œ๋ฆฌ๋Š” ๋ฐฉ๋ฒ• ์—†์„๊นŒ์š”?

Cursor.locstate=Cursor.locked; ์ด๊ฑฐ ์“ฐ๋ฉด ์•„์˜ˆ ํ™”๋ฉด ํšŒ์ „์ด ์•ˆ๋˜์š”. ใ… 


ย ย ย  void CameraControler()
ย ย ย  {

ย ย ย ย ย ย ย  mouseXpos = Input.mousePosition.x;

ย ย ย ย ย ย ย  mouseYpos = Input.mousePosition.y;
ย ย ย ย ย ย ย 

ย ย ย ย ย ย ย  offSet.x = -Mathf.Sin(mouseXpos*mouseSensitivity/radian)*cameraDistance;
ย ย ย ย ย ย ย 
ย ย ย ย ย ย ย  offSet.y = 1.50f;
ย ย ย ย ย ย ย  offSet.z = Mathf.Cos(mouseXpos*mouseSensitivity/radian)*cameraDistance;

ย ย ย ย ย ย ย  float newPosX = ball.transform.position.x + offSet.x;
ย ย ย ย ย ย ย  float newPosZ = ball.transform.position.z + offSet.z;


ย ย ย ย ย ย ย  Vector3 newPosition = Vector3.zero;
ย ย ย ย ย ย  newPosition.x=Mathf.Lerp(ball.transform.position.x,newPosX ,5.0f) ;
ย ย ย ย ย ย ย  newPosition.y = ball.transform.position.y+offSet.y;
ย ย ย ย ย ย  newPosition.z = Mathf.Lerp(ball.transform.position.z, newPosZ, 5.0f);
ย ย ย ย ย ย ย  transform.position = newPosition;


ย ย ย ย ย ย  transform.LookAt(ball.transform.position);

ย ย ย  }