I am trying to create a multiplayer game in unity3d using a diablo like camera system. So wherever I click on the screen. The system it was working fine in singleplayer where I did not need to include a camera in a player prefab. However Now I am facing the problem where my camera rotation is also affected by the rotation of my prefab parent. The hierarchy looks like this:
There is a script added to the camera that looks like this:
using UnityEngine;
using System.Collections;
public class MainCameraComponent : MonoBehaviour {
public GameObject Reaper;
private Vector3 offset;
void Start () {
offset = transform.position - Reaper.transform.position;
}
// Update is called once per frame
void LateUpdate () {
transform.position = Reaper.transform.position + offset;
}
}
When I run the game the camera always stays behind my character, while I want it to always stay at the same rotation. so if I order my character to walk north I would see his back, if it would walk south I wanted to see the front.
notice how the shadow changes, (thus the rotation) but i always face the back of my model. TLDR: I want my child camera to ignore the rotational change of its parent and be static. whilst letting my camera position be guided by its parent. as far as I know it seems impossible to make a networkmanager instantiate a new player prefab and attach a camera afterwards on the same hierarchy level.
Any help would be greatly appreciated.