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()