insprited by Unreal Spring Arm componet
  local Position of MainCamera is (0,0,0)
  CameraPivot offer the same function as SpringArm
  But using Quaternion make the code become clear and simple
  z value of MainCamera is length of SpringArm
notes:
  these two component has problem when using on planet. (when player moves ,
  camera will shak a little)the Problem of CameraPivot is fixed  now!  




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