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Readability and Control Design

Camera follow and wall collision basics

A beginner guide to follow distance, view correction, and obstacle handling so your game stays readable in tight spaces.

公開日: 2026-07-01#Camera#Follow Camera#Collision#Beginner

Quick Start

Start with a tiny working version

A good gameplay camera is less about flashy motion and more about keeping important information visible. Beginner projects often become frustrating when enemies disappear behind walls, corners force the camera to jump, or narrow hallways make the view shake.

Build it in small code pieces

1. 値を用意する

Inspectorで変更できる値と表示先を置きます。

CameraCollisionTutorial.cs
csharp
    [SerializeField] private TextMeshProUGUI statusText;
    [SerializeField] private float followDistance = 1f;
    [SerializeField] private float collisionRadius = 2f;
    [SerializeField] private float returnSpeed = 3f;

2. 状態を変える

ボタンを押した時に、1つだけ状態を進めます。

CameraCollisionTutorial.cs
csharp
    public void NextStep()
    {
        step = (step + 1) % 3;
        var label = step == 0 ? "通常追従" : step == 1 ? "壁を検知" : "距離を縮める";
        if (statusText != null)
        {
            statusText.text = $"{label}\nfollowDistance={followDistance:0.##}\ncollisionRadius={collisionRadius:0.##}\nreturnSpeed={returnSpeed:0.##}";
        }

3. 画面に表示する

変わった結果を画面に出して確認します。

CameraCollisionTutorial.cs
csharp
        if (statusText != null)
        {
            statusText.text = $"{label}\nfollowDistance={followDistance:0.##}\ncollisionRadius={collisionRadius:0.##}\nreturnSpeed={returnSpeed:0.##}";
        }
        Debug.Log($"カメラ追従と壁抜け防止: {label}");

Complete script

CameraCollisionTutorial.cs
csharp
using UnityEngine;
using TMPro;

public class CameraCollisionTutorial : MonoBehaviour
{
    [SerializeField] private TextMeshProUGUI statusText;
    [SerializeField] private float followDistance = 1f;
    [SerializeField] private float collisionRadius = 2f;
    [SerializeField] private float returnSpeed = 3f;

    private int step;

    public void NextStep()
    {
        step = (step + 1) % 3;
        var label = step == 0 ? "通常追従" : step == 1 ? "壁を検知" : "距離を縮める";
        if (statusText != null)
        {
            statusText.text = $"{label}\nfollowDistance={followDistance:0.##}\ncollisionRadius={collisionRadius:0.##}\nreturnSpeed={returnSpeed:0.##}";
        }
        Debug.Log($"カメラ追従と壁抜け防止: {label}");
    }
}

Inspector

Connect the UI reference in the Inspector, then use the button to confirm each value changes.

Summary

What to take away

A beginner guide to follow distance, view correction, and obstacle handling so your game stays readable in tight spaces.

The page is designed to help you move from reading to a small practical decision. Use the checklist above before jumping into the next related article.