public void Shake(float duration, float magnitude)
float elapsed = 0f; while (elapsed < shakeDuration) Vector3 randomOffset = Random.insideUnitSphere * shakeMagnitude; transform.localPosition = originalPos + randomOffset; uni.camera shake
using UnityEngine; using System.Collections; public class UniCameraShake : MonoBehaviour public void Shake(float duration
private Vector3 originalPos; private Quaternion originalRot; private float shakeDuration = 0f; private float shakeMagnitude = 0.1f; float magnitude) float elapsed = 0f
Vector3 randomRot = Random.insideUnitSphere * shakeMagnitude; transform.localRotation = originalRot * Quaternion.Euler(randomRot);
IEnumerator DoShake()