Uni.camera Shake |top| 90%
originalPos = transform.localPosition; originalRot = transform.localRotation;
private Vector3 originalPos; private Quaternion originalRot; private float shakeDuration = 0f; private float shakeMagnitude = 0.1f; uni.camera shake
elapsed += Time.deltaTime; yield return null; transform.localPosition = originalPos; transform.localRotation = originalRot; originalPos = transform
Vector3 randomRot = Random.insideUnitSphere * shakeMagnitude; transform.localRotation = originalRot * Quaternion.Euler(randomRot); originalPos = transform.localPosition
IEnumerator DoShake()
