protected override void OnGetCameraTransform(out Vec3 position, out Vec3 forward, out Vec3 up, ref Degree cameraFov) { position = Vec3.Zero; forward = Vec3.XAxis; up = Vec3.ZAxis; Unit unit = GetPlayerUnit(); if (unit == null) { return; } PlayerIntellect.Instance.FPSCamera = false; //To use data about orientation the camera if the cut scene is switched on if (IsCutSceneEnabled()) { if (CutSceneManager.Instance.GetCamera(out position, out forward, out up, out cameraFov)) { return; } } float distance = 25; position = unit.GetInterpolatedPosition() + new Vec3(0, -distance, 0); forward = Vec3.YAxis; up = Vec3.ZAxis; }