void Start() { Cursor.lockState = CursorLockMode.Locked; Camera.SetFollowTransform(CameraFollowPoint); Camera.IgnoredColliders = Character.GetComponentsInChildren <Collider>().ToList(); }
private void Start() { Cursor.lockState = CursorLockMode.Locked; // Tell camera to follow transform OrbitCamera.SetFollowTransform(CameraFollowPoint); // Ignore the character's collider(s) for camera obstruction checks OrbitCamera.IgnoredColliders = Character.GetComponentsInChildren <Collider>(); }