void LateUpdate() { transform.position = player.transform.position; //transform.position = player.transform.position + offset; /* * ROTATION OF THE CAMERA */ tiltAroundZ += Input.GetAxis("Mouse X") * sensitivityX; tiltAroundY -= Input.GetAxis("Mouse Y") * sensitivityY; if (tiltAroundY > 25) { tiltAroundY = 25; } if (tiltAroundY < -71) { tiltAroundY = -71; } Quaternion target = Quaternion.Euler(tiltAroundY, tiltAroundZ, 0); // Dampen towards the target rotation transform.rotation = Quaternion.Slerp(transform.rotation, target, Time.deltaTime * smooth); /* * ROTATION OF THE CAMERA * END */ // call here for smoother camera flow camAngCont.AngleControl(); camRotCont.CameraRotate(); //Debug.Log("Tilt val: " + tiltAroundY); }