Attach Camera to Player

This commit is contained in:
pelpanagiotis
2026-02-09 21:58:30 +02:00
parent 9bcb47d8f6
commit aa248cda7e
10 changed files with 222 additions and 108 deletions

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@@ -20,6 +20,16 @@ public class CharacterMovement : NetworkBehaviour
bool lastSentWalking;
bool lastSentRunning;
// assign this in the player prefab to an empty child transform positioned where the camera should sit (e.g. head)
public Transform cameraMount;
// camera follow settings
Camera mainCamera;
Vector3 cameraLocalOffsetStable = new Vector3(0f, 2f, -4f); // fallback offset (local)
public float followSpeed = 5f;
public float idleFollowSpeed = 0.5f; // slower smoothing while idle (keeps camera stable)
public Vector3 cameraLookOffset = new Vector3(0f, 1.5f, 0f); // where camera looks relative to player root
void Awake()
{
input = new PlayerInput();
@@ -56,6 +66,32 @@ public class CharacterMovement : NetworkBehaviour
HandleRotation();
}
// Camera follow should be in LateUpdate so it follows the final character pose for the frame
void LateUpdate()
{
if (!isLocalPlayer) return;
if (mainCamera == null) return;
// Desired world position based on the stable local offset (relative to player root)
Vector3 desiredWorld = transform.TransformPoint(cameraLocalOffsetStable);
if (movementPressed)
{
// while moving: follow the player (smooth)
mainCamera.transform.position = Vector3.Lerp(mainCamera.transform.position, desiredWorld, Time.deltaTime * followSpeed);
}
else
{
// while idle: keep camera stable behind the player (don't follow micro animation bobbing)
// Update only XZ to remain behind, preserve camera's current Y (height) to avoid vertical bob
Vector3 idleTarget = new Vector3(desiredWorld.x, mainCamera.transform.position.y, desiredWorld.z);
mainCamera.transform.position = Vector3.Lerp(mainCamera.transform.position, idleTarget, Time.deltaTime * idleFollowSpeed);
}
// Always look at the player (with an offset so we look near the torso/head)
mainCamera.transform.LookAt(transform.position + cameraLookOffset);
}
void HandleRotation()
{
Vector3 currentPosition = transform.position;
@@ -142,11 +178,46 @@ public class CharacterMovement : NetworkBehaviour
{
Debug.Log("Local player started: " + netId);
input.CharacterControls.Enable();
// Setup camera for local player (do not parent to animated mount to avoid animation bobbing)
mainCamera = Camera.main;
if (mainCamera == null)
{
Debug.LogWarning("No Camera.main found in scene to attach to player.");
return;
}
// compute a stable local offset based on cameraMount, but use player root as the reference so animated child motion is ignored
if (cameraMount != null)
{
cameraLocalOffsetStable = transform.InverseTransformPoint(cameraMount.position);
}
else
{
// fallback to a sensible offset if no mount assigned
cameraLocalOffsetStable = new Vector3(0f, 2f, -4f);
Debug.LogWarning("cameraMount not assigned on player prefab. Using fallback offset.");
}
// unparent camera so we control world position directly
mainCamera.transform.SetParent(null, true);
// ensure only the local player's camera has an active AudioListener
var audio = mainCamera.GetComponent<AudioListener>();
if (audio != null) audio.enabled = true;
}
public override void OnStopLocalPlayer()
{
input.CharacterControls.Disable();
// optionally disable audio listener to avoid duplicates
if (mainCamera != null)
{
var audio = mainCamera.GetComponent<AudioListener>();
if (audio != null) audio.enabled = false;
}
mainCamera = null;
}
// Called on the server when client issues the command

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@@ -124,7 +124,7 @@ public class Player : NetworkBehaviour
if (nameTagPrefab != null)
{
nameTagInstance = Instantiate(nameTagPrefab, transform);
nameTagInstance.transform.localPosition = new Vector3(0f, nameTagHeight, 0f);
nameTagInstance.transform.localPosition = new Vector3(0f, 2.0f, 0f);
nameTagInstance.transform.localRotation = Quaternion.identity;
// try to find either a TextMesh or legacy TextMesh in the prefab
nameTagTextMesh = nameTagInstance.GetComponentInChildren<TextMesh>();
@@ -134,7 +134,7 @@ public class Player : NetworkBehaviour
// create a simple 3D text (TextMesh) so no extra UI package is required
nameTagInstance = new GameObject("NameTag");
nameTagInstance.transform.SetParent(transform, false);
nameTagInstance.transform.localPosition = new Vector3(0f, nameTagHeight, 0f);
nameTagInstance.transform.localPosition = new Vector3(0f, 2.0f, 0f);
nameTagTextMesh = nameTagInstance.AddComponent<TextMesh>();
nameTagTextMesh.alignment = TextAlignment.Center;

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@@ -34,7 +34,9 @@ namespace QuickStart
Camera.main.transform.SetParent(transform);
Camera.main.transform.localPosition = new Vector3(0, 0, 0);
floatingInfo.transform.localPosition = new Vector3(0, -0.3f, 0.6f);
// Move the floatingInfo (player name) above the player instead of below.
// Adjust Y to fit your model height (2.0f is a good starting point for standard humanoid scale).
floatingInfo.transform.localPosition = new Vector3(0, 2.0f, 0.6f);
floatingInfo.transform.localScale = new Vector3(0.1f, 0.1f, 0.1f);
string name = "Player" + Random.Range(100, 999);

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m_Value: {x: 18.998749, y: -2.2667222, z: -13.916144}
m_RenderMode: 0
m_CameraMode:
drawMode: 0
@@ -1304,9 +1304,9 @@ MonoBehaviour:
m_GridAxis: 1
m_gridOpacity: 0.5
m_Rotation:
m_Target: {x: 0.012097208, y: 0.1849107, z: -0.0022767063, w: 0.9826799}
m_Target: {x: 0.03521548, y: 0.91418284, z: -0.081402756, w: 0.39548633}
speed: 2
m_Value: {x: -0.012097208, y: -0.1849107, z: 0.0022767063, w: -0.9826799}
m_Value: {x: 0.03521537, y: 0.91418, z: -0.0814025, w: 0.3954851}
m_Size:
m_Target: 10
speed: 2
@@ -1365,10 +1365,10 @@ MonoBehaviour:
m_TextWithWhitespace: "Game\u200B"
m_Pos:
serializedVersion: 2
x: 872
y: 24
width: 716
height: 615
x: -1390
y: 79
width: 949
height: 601
m_SerializedDataModeController:
m_DataMode: 0
m_PreferredDataMode: 0
@@ -1386,7 +1386,7 @@ MonoBehaviour:
m_ShowGizmos: 0
m_TargetDisplay: 0
m_ClearColor: {r: 0, g: 0, b: 0, a: 0}
m_TargetSize: {x: 716, y: 594}
m_TargetSize: {x: 949, y: 580}
m_TextureFilterMode: 0
m_TextureHideFlags: 61
m_RenderIMGUI: 1
@@ -1401,10 +1401,10 @@ MonoBehaviour:
m_VRangeLocked: 0
hZoomLockedByDefault: 0
vZoomLockedByDefault: 0
m_HBaseRangeMin: -358
m_HBaseRangeMax: 358
m_VBaseRangeMin: -297
m_VBaseRangeMax: 297
m_HBaseRangeMin: -474.5
m_HBaseRangeMax: 474.5
m_VBaseRangeMin: -290
m_VBaseRangeMax: 290
m_HAllowExceedBaseRangeMin: 1
m_HAllowExceedBaseRangeMax: 1
m_VAllowExceedBaseRangeMin: 1
@@ -1422,23 +1422,23 @@ MonoBehaviour:
serializedVersion: 2
x: 0
y: 21
width: 716
height: 594
width: 949
height: 580
m_Scale: {x: 1, y: 1}
m_Translation: {x: 358, y: 297}
m_Translation: {x: 474.5, y: 290}
m_MarginLeft: 0
m_MarginRight: 0
m_MarginTop: 0
m_MarginBottom: 0
m_LastShownAreaInsideMargins:
serializedVersion: 2
x: -358
y: -297
width: 716
height: 594
x: -474.5
y: -290
width: 949
height: 580
m_MinimalGUI: 1
m_defaultScale: 1
m_LastWindowPixelSize: {x: 716, y: 615}
m_LastWindowPixelSize: {x: 949, y: 601}
m_ClearInEditMode: 1
m_NoCameraWarning: 1
m_LowResolutionForAspectRatios: 01000000000000000000