Uni.camera Shake |verified| Today

Vector3 randomRot = Random.insideUnitSphere * shakeMagnitude; transform.localRotation = originalRot * Quaternion.Euler(randomRot);

IEnumerator DoShake()

void Start()

private Vector3 originalPos; private Quaternion originalRot; private float shakeDuration = 0f; private float shakeMagnitude = 0.1f; uni.camera shake

float elapsed = 0f; while (elapsed < shakeDuration) Vector3 randomOffset = Random.insideUnitSphere * shakeMagnitude; transform.localPosition = originalPos + randomOffset; Vector3 randomRot = Random

originalPos = transform.localPosition; originalRot = transform.localRotation; Vector3 randomRot = Random.insideUnitSphere * shakeMagnitude