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EASILY Create a Third Person Camera System in Unity

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Follow along with my tutorial for Unity as I show you the best way to create a third-person camera system using C#.

If you want to copy the code snippet and follow along with the video feel free to do so below. It’s written in C#. Just create 2 new C# files one called “CameraCollision” and the other “CameraFollow” and paste the code inside it.

CameraCollision C# Script

using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class CameraCollision : MonoBehaviour {

	public float minDistance = 1.0f;
	public float maxDistance = 4.0f;
	public float smooth = 10.0f;
	Vector3 dollyDir;
	public Vector3 dollyDirAdjusted;
	public float distance;

	// Use this for initialization
	void Awake () {
		dollyDir = transform.localPosition.normalized;
		distance = transform.localPosition.magnitude;
	}
	
	// Update is called once per frame
	void Update () {

		Vector3 desiredCameraPos = transform.parent.TransformPoint (dollyDir * maxDistance);
		RaycastHit hit;

		if (Physics.Linecast (transform.parent.position, desiredCameraPos, out hit)) {
			distance = Mathf.Clamp ((hit.distance * 0.87f), minDistance, maxDistance);
				
				} else {
					distance = maxDistance;
				}

				transform.localPosition = Vector3.Lerp (transform.localPosition, dollyDir * distance, Time.deltaTime * smooth);
	}
}

CameraFollow C# Script

using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class CameraFollow : MonoBehaviour {

	public float CameraMoveSpeed = 120.0f;
	public GameObject CameraFollowObj;
	Vector3 FollowPOS;
	public float clampAngle = 80.0f;
	public float inputSensitivity = 150.0f;
	public GameObject CameraObj;
	public GameObject PlayerObj;
	public float camDistanceXToPlayer;
	public float camDistanceYToPlayer;
	public float camDistanceZToPlayer;
	public float mouseX;
	public float mouseY;
	public float finalInputX;
	public float finalInputZ;
	public float smoothX;
	public float smoothY;
	private float rotY = 0.0f;
	private float rotX = 0.0f;



	// Use this for initialization
	void Start () {
		Vector3 rot = transform.localRotation.eulerAngles;
		rotY = rot.y;
		rotX = rot.x;
		Cursor.lockState = CursorLockMode.Locked;
		Cursor.visible = false;
	}
	
	// Update is called once per frame
	void Update () {

		// We setup the rotation of the sticks here
		float inputX = Input.GetAxis ("RightStickHorizontal");
		float inputZ = Input.GetAxis ("RightStickVertical");
		mouseX = Input.GetAxis ("Mouse X");
		mouseY = Input.GetAxis ("Mouse Y");
		finalInputX = inputX + mouseX;
		finalInputZ = inputZ + mouseY;

		rotY += finalInputX * inputSensitivity * Time.deltaTime;
		rotX += finalInputZ * inputSensitivity * Time.deltaTime;

		rotX = Mathf.Clamp (rotX, -clampAngle, clampAngle);

		Quaternion localRotation = Quaternion.Euler (rotX, rotY, 0.0f);
		transform.rotation = localRotation;


	}

	void LateUpdate () {
		CameraUpdater ();
	}

	void CameraUpdater() {
		// set the target object to follow
		Transform target = CameraFollowObj.transform;

		//move towards the game object that is the target
		float step = CameraMoveSpeed * Time.deltaTime;
		transform.position = Vector3.MoveTowards (transform.position, target.position, step);
	}
}

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