Revisiting Pivot

As usual, I didn’t use the simplest way. In this case in determining the pivot point for camera rotation, as mentioned in my previous post.

Previously I used raycast to determine the pivot point, and then rotate the camera around it.

Then I realized that I can just make an empty game object as a fixed pivot point and put it as a child of the camera. So whenever the camera moves, the pivot point stays in the same distance in front of the camera.

No more wasteful raycasting!

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