using UnityEngine; public class SmoothFollow2 : MonoBehaviour { public Transform target; public float distance = 3.0f; public float height = 3.0f; public float damping = 5.0f; public bool smoothRotation = true; public bool followBehind = true; public float rotationDamping = 10.0f; public void Update() { Vector3 wantedPosition; if (followBehind) wantedPosition = target.TransformPoint(0, height, -distance); else wantedPosition = target.TransformPoint(0, height, distance); transform.position = Vector3.Lerp(transform.position, wantedPosition, Time.deltaTime * damping); if (smoothRotation) { Quaternion wantedRotation = Quaternion.LookRotation(target.position - transform.position, target.up); transform.rotation = Quaternion.Slerp(transform.rotation, wantedRotation, Time.deltaTime * rotationDamping); } else transform.LookAt(target, target.up); } }