Exclusive: Uni.camera Shake
float elapsed = 0f; while (elapsed < shakeDuration) Vector3 randomOffset = Random.insideUnitSphere * shakeMagnitude; transform.localPosition = originalPos + randomOffset;
elapsed += Time.deltaTime; yield return null; transform.localPosition = originalPos; transform.localRotation = originalRot; uni.camera shake
Vector3 randomRot = Random.insideUnitSphere * shakeMagnitude; transform.localRotation = originalRot * Quaternion.Euler(randomRot); float elapsed = 0f; while (elapsed < shakeDuration)
originalPos = transform.localPosition; originalRot = transform.localRotation; float elapsed = 0f
shakeDuration = duration; shakeMagnitude = magnitude; StartCoroutine(DoShake());
IEnumerator DoShake()