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Vector3 desiredPosition = player.position - player.forward * followDistance + Vector3.up * followHeight; + Vector3 desiredPosition = player.position - player.forward * followDistance + Vector3.up * followHeight+ Vector3.back* followLR; Vector3 smoothedPosition = Vector3.Lerp(transform.position, desiredPosition, followSpeed * Time.deltaTime); transform.position = smoothedPosition;