Description Adds a subtle, polished mouse-driven parallax to your camera (or any transform): when you move the mouse, the view yaws and pitches a few degrees toward the cursor; optionally the object also drifts slightly in position for extra depth.
How to use? Add the script to your Camera (or any object you want to rotate slightly).
Low-level Explanation The script reads the mouse position each frame, converts it from screen pixels into normalized viewport space (0–1), recenters it to (−1…1), and clamps the magnitude so extreme cursor positions don’t overshoot. That 2D offset is then mapped to small yaw (X) and pitch (Y) angles, with optional inversion to match your project’s look direction. Crucially, the component caches the camera’s authored pose on startup and always applies offsets relative to that baseline—so your cinematic framing stays intact. The target pose is blended with the current one using frame-rate-independent exponential smoothing (t = 1 − exp(−smooth * Δt)), via Slerp for rotation and Lerp for position, yielding a premium, low-latency feel without jitter. If enabled, a tiny XY position parallax (toward the cursor) is layered on top of the rotation to add depth without changing FOV.
Description
Continuously orbits a camera (or any transform) around a target at a fixed radius and height, rotating at a constant degrees-per-second. Position is recomputed each frame on a horizontal circle, and the camera always LookAts the target for a simple, reliable hero-shot orbit.
How to use?
Tip: Radius 4–6, Height 1.5–2.5, Speed 20–40 works well for showcase shots.
Low-level Explanation
Each frame, currentAngle increases by rotationSpeed * dt. That angle (converted to radians) is mapped onto a unit circle in the XZ plane to produce an offset vector (sin, 0, cos) * radius, then a vertical offset Vector3.up * height is added. The camera is moved to target.position + offset + height, and finally transform.LookAt(target) aligns its forward vector to the target. Wrapping currentAngle at 360° avoids float growth, and because all math is analytic (no physics), the orbit is perfectly steady and frame-rate independent.
Description Slides a camera (or any transform) along a fixed direction rail with optional constant drift, user-controlled forward/back speed, and smooth yaw/pitch look (mouse or arrows). Great for guided fly-throughs or side-scrolling reveals where you want authored direction but live look control. No Cinemachine required.
How to use?