The Question is basically self explanatory. I have a scene with many cameras and I'd like to smoothly switch from one to another. I am not looking for a cross fade effect but more to a camera moving and rotating the view in order to reach the next camera point of view and so on. To this end I have tried the following code:

    firstCamera.transform.position.x = Mathf.Lerp(firstCamera.transform.position.x, nextCamer.transform.position.x,Time.deltaTime*smooth);
    firstCamera.transform.position.y = Mathf.Lerp(firstCamera.transform.position.y, nextCamera.transform.position.y,Time.deltaTime*smooth);
    firstCamera.transform.position.z = Mathf.Lerp(firstCamera.transform.position.z, nextCamera.transform.position.z,Time.deltaTime*smooth);

    firstCamera.transform.rotation.x = Mathf.Lerp(firstCamera.transform.rotation.x, nextCamera.transform.rotation.x,Time.deltaTime*smooth);
    firstCamera.transform.rotation.z = Mathf.Lerp(firstCamera.transform.rotation.z, nextCamera.transform.rotation.z,Time.deltaTime*smooth);
    firstCamera.transform.rotation.y = Mathf.Lerp(firstCamera.transform.rotation.y, nextCamera.transform.rotation.y,Time.deltaTime*smooth);

But the result is actually not that good.

Thank you all, I fixed it this way

 var pos:Vector3 = firstCamera.transform.position;
    var rot:Quaternion = firstCamera.transform.rotation;
    firstCamera.transform.position = Vector3.Lerp(pos, nextCamera.transform.position,Time.deltaTime*smooth);
    firstCamera.transform.rotation = Quaternion.Lerp(rot, nextCamera.transform.rotation,Time.deltaTime*smooth);
  • \$\begingroup\$ in the first line is the ply1.transform.position.x a mistake and meant to be nextCamera.transform.position.x? \$\endgroup\$
    – Tetrad
    Jun 15, 2012 at 20:23
  • \$\begingroup\$ also, consider using a 3rd party tweening library like iTween \$\endgroup\$
    – Tetrad
    Jun 15, 2012 at 20:26
  • \$\begingroup\$ You are using Lerp() incorrectly; please see this blog article. \$\endgroup\$ Feb 13, 2015 at 1:06
  • \$\begingroup\$ Using Lerp to perform an exponential ease-out blend like this is not incorrect per se — it cam often give a very pleasing feel for camera moves in particular. We just need to ensure that we adjust for deltaTime correctly, as this is done wrong in almost every example out there. \$\endgroup\$
    – DMGregory
    Jan 18, 2018 at 18:08

2 Answers 2


Consider using Quaternion.Lerp or Quaternion.Slerp instead of lerping the euler angles directly.


You need to save the original position/rotation of firstCamera. It seems to be using the current values.

  • \$\begingroup\$ Using the current position as the start of a lerp and passing in a small value (i.e. delta time) is a cheap way of doing an ease-out. \$\endgroup\$
    – Tetrad
    Jun 15, 2012 at 20:24
  • \$\begingroup\$ That's true. I was trying to come up with a reason "the result is not that good". \$\endgroup\$
    – Jimmy
    Jun 15, 2012 at 20:38

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