// Update is called once per frame
    void LateUpdate()
    {
        // When player clicks on right mouse button
        if (Input.GetButton("Fire2"))
        {
            // Changing the pitch when player is holding right click
            float mouseAxisY = Input.GetAxis("Mouse Y");
            float mouseAxisX = Input.GetAxis("Mouse X");

            theTargetYaw   += mouseAxisX * mouseXSensitivity;
            theTargetPitch += mouseAxisY * mouseYSensitivity;
        }

        // Changes the pich rotation
        theTargetPitch = Mathf.Clamp(theTargetPitch, -85, 85); // Clamping the rotation so the camera doesn't get stuck or freak out at 90 degrees

        // Easing
        thePitch = OrbitalMathAnim.SlidingEffect(thePitch, theTargetPitch, .05f);
        theYaw   = OrbitalMathAnim.SlidingEffect(theYaw, theTargetYaw, .05f);

        // Rotating using Quaternion
        transform.rotation = Quaternion.Euler(thePitch, theYaw, 0);

        float scrollWheel = Input.GetAxisRaw("Mouse ScrollWheel"); // Gets value when player uses the scroll wheel

        theTargetDollyDis += scrollWheel * mouseScrollMultiplier;
        theTargetDollyDis  = Mathf.Clamp(theTargetDollyDis, TargetObject.distanceZoomMin, TargetObject.distanceZoomMax); // clamps the zoom

        theDollyDistance = OrbitalMathAnim.SlidingEffect(theDollyDistance, theTargetDollyDis, .05f);                     // Sliding effect when the player zooms in and out
        assignedCams.transform.localPosition = new Vector3(0, 0, -theDollyDistance);                                     // Zooms in and out by using Vector3
    }
    void FixedUpdate()
    {
        if (tweenTime < tweenDur)
        {
            tweenTime += Time.unscaledDeltaTime * quickerTransition;
            quickerTransition++;
        }
        Vector3 trailingPOS = OrbitalMathAnim.SlidingEffect(transform.position, targetToLock.transform.position, .001f, Time.unscaledDeltaTime);
        float   result      = tweenTime / tweenDur;

        transform.position = OrbitalMathAnim.LerpFunc(trailingPOS, targetToLock.transform.position, Mathf.Clamp(result, 0, 1));
        print(result);
    }