Hi. I’ve tried doing the shoulderOffset in a different way:
The lecture’s code is:
Vector3 shoulderOffset = Quaternion.Euler(0, 90, 0) * shootDir * shoulderOffsetAmount;
Whereas my code is:
Vector3 shoulderOffset = shooterUnit.transform.right * shoulderOffsetAmount;
I don’t understand why I’m getting slightly different results re camera position over the shoulder.
Thanks.