ok well i am working on a top down shooter i have made my character look at the mouse using screentoworld view and i made my camera follow my players x, and z axis but anytime my character moves parallel from the mouse it starts shaking I think its because it looks at the mouse an the mouse real world position is dependent on the cameras position which is, but i am not sure.
here is the playerscript the many backslashes showed other things I've tried
gameObject.GetComponent<Rigidbody>().velocity = new Vector3(Input.GetAxisRaw("Horizontal")*movementspeed,0,Input.GetAxisRaw("Vertical")*movementspeed);
if (gameObject.GetComponent<Rigidbody> ().velocity.x != 0 && gameObject.GetComponent<Rigidbody> ().velocity.z != 0) {
gameObject.GetComponent<Rigidbody>().velocity = new Vector3(Input.GetAxisRaw("Horizontal")*movementspeeddiag ,0,Input.GetAxisRaw("Vertical")*movementspeeddiag);
}
// makes vector 3 type target equall to mouse position on pixial cordinates converted in to real world coordniates
target = camera.ScreenToWorldPoint (new Vector3(Input.mousePosition.x,Input.mousePosition.y,camera.transform.position.y - transform.position.y));
//Vector3 newtarget = target - transform.position;
//lerptarget = Vector3.Lerp (transform.eulerAngles,newtarget, 100);
// states the vector 3 values of target
// makes object local z face target and iniziates up axis
//Quaternion rotation = Quaternion.LookRotation (newtarget, Vector3.up);
//transform.eulerAngles = Vector3.up * Mathf.MoveTowardsAngle (transform.eulerAngles.y, rotation.eulerAngles.y, rotatespeed * Time.deltaTime);
transform.LookAt (target,Vector3.up);
and camera script
void LateUpdate(){
position = new Vector3 (player.transform.position.x, 10, player.transform.position.z);
transform.position = position;
//transform.localPosition = Vector3.Lerp (transform.position, position, speed *Time.deltaTime);
transform.eulerAngles = new Vector3 (90,0,0);
}