//! Demonstrates how to have the camera follow a target object use bevy::prelude::*; use bevy_panorbit_camera::{PanOrbitCamera, PanOrbitCameraPlugin}; use std::f32::consts::TAU; fn main() { App::new() .add_plugins(DefaultPlugins) .add_plugins(PanOrbitCameraPlugin) .add_systems(Startup, setup) .add_systems(Update, (animate_cube, cam_follow).chain()) .run(); } #[derive(Component)] struct Cube; fn setup( mut commands: Commands, mut meshes: ResMut>, mut materials: ResMut>, ) { // Ground commands.spawn(PbrBundle { mesh: meshes.add(Plane3d::default().mesh().size(5.0, 5.0)), material: materials.add(Color::srgb(0.3, 0.5, 0.3)), ..default() }); // Cube commands .spawn(PbrBundle { mesh: meshes.add(Cuboid::new(1.0, 1.0, 1.0)), material: materials.add(Color::srgb(0.8, 0.7, 0.6)), transform: Transform::from_xyz(0.0, 0.5, 0.0), ..default() }) .insert(Cube); // Light commands.spawn(PointLightBundle { point_light: PointLight { shadows_enabled: true, ..default() }, transform: Transform::from_xyz(4.0, 8.0, 4.0), ..default() }); // Camera commands.spawn(( Camera3dBundle { transform: Transform::from_translation(Vec3::new(0.0, 1.5, 5.0)), ..default() }, PanOrbitCamera { // Panning the camera changes the focus, and so you most likely want to disable // panning when setting the focus manually pan_sensitivity: 0.0, // If you want to fully control the camera's focus, set smoothness to 0 so it // immediately snaps to that location. If you want the 'follow' to be smoothed, // leave this at default or set it to something between 0 and 1. pan_smoothness: 0.0, ..default() }, )); } /// Move the cube in a circle around the Y axis fn animate_cube( time: Res