Uni.camera Shake Instant

private Vector3 originalPos; private Quaternion originalRot; private float shakeDuration = 0f; private float shakeMagnitude = 0.1f;

IEnumerator DoShake()

float elapsed = 0f; while (elapsed < shakeDuration) Vector3 randomOffset = Random.insideUnitSphere * shakeMagnitude; transform.localPosition = originalPos + randomOffset; uni.camera shake

elapsed += Time.deltaTime; yield return null; transform.localPosition = originalPos; transform.localRotation = originalRot; private Vector3 originalPos

Vector3 randomRot = Random.insideUnitSphere * shakeMagnitude; transform.localRotation = originalRot * Quaternion.Euler(randomRot); private Quaternion originalRot