// Copyright (c) 2023 Nico de Poel // // Permission is hereby granted, free of charge, to any person obtaining a copy // of this software and associated documentation files (the "Software"), to deal // in the Software without restriction, including without limitation the rights // to use, copy, modify, merge, publish, distribute, sublicense, and/or sell // copies of the Software, and to permit persons to whom the Software is // furnished to do so, subject to the following conditions: // // The above copyright notice and this permission notice shall be included in all // copies or substantial portions of the Software. // // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, // OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN // THE SOFTWARE. using System.Collections; using System.Collections.Generic; using UnityEngine; public class CameraMover : MonoBehaviour { private Camera _camera; private Vector3 _startAngles; [SerializeField] private float amplitude = 30f; [SerializeField] private float frequency = 0.1f; void Start() { _camera = GetComponent(); _startAngles = _camera.transform.localEulerAngles; } void Update() { var angles = _startAngles; angles.x += amplitude * Mathf.Sin(2 * Mathf.PI * frequency * Time.time); angles.y += amplitude * Mathf.Sin(2 * Mathf.PI * frequency * Time.time * 0.73f); _camera.transform.localEulerAngles = angles; } }