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unity camera follow

	// Script Shoud be placed on Camera.
	[SerializeField] private Transform target; // Target
	[SerializeField] private Vector3 offset; // Vector3 offset
	[SerializeField] [Range(0, 1)] private float smooth= 0.125f; // Smoothing
    [SerializeField] [Range(0, 10)] private float Speed = 10f; // Follow Speed

    private void FixedUpdate()
	{
		Vector3 vector = this.target.position + this.offset;
		Vector3 position = Vector3.Lerp(base.transform.position, vector, (this.smooth + this.Speed)* Time.deltaTime);
		base.transform.position = position;
	}
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unity camera follow

public Transform Target; // Drag the object that will be followed in the inspector.
public Transform Camera; // Drag the camera object in the inspector.
Vector3 tempVec3 = new Vector3(); // Temporary vector 3.

void LateUpdate()
{
  	// If the target is active in the scene, set the x camera position to target.
    if (Target != null)
    {
        tempVec3.x = Target.position.x;
        tempVec3.y = this.transform.position.y;
        tempVec3.z = this.transform.position.z;
        this.transform.position = tempVec3;
    }
  	// If target is not active in the scene, set the x camera position to itself.
    else if (Target == null)
    {
        tempVec3.x = Camera.position.x;
        tempVec3.y = Camera.transform.position.y;
        tempVec3.z = Camera.transform.position.z;
        Camera.transform.position = tempVec3;
    }
}
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