Unity3D follow.

using UnityEngine;
using System.Collections;

public class CameraFollow : MonoBehaviour {

    [SerializeField]
    private Transform target;

    public float smooth = 0.5f;
    public bool isSmooth = true;

    public float height = 6.0f;
    public float distance = 5.0f;

    public float distanceRotationX = 30.0f;

    private Vector3 nextCameraPosition;
    private Quaternion nextCameraRotation;

    void Update () {

        #region CameraPosition Move.
        Vector3 currentV = transform.position;
        float resultX = target.position.x;
        float resultY = target.position.y + height;
        float resultZ = target.position.z - distance;
        nextCameraPosition = Vector3.Lerp (currentV, new Vector3 (resultX, resultY, resultZ), smooth * Time.deltaTime);
        #endregion

        #region CameraRotation Move.

        float currentRX = transform.eulerAngles.x;
        float currentRY = transform.eulerAngles.y;
        float currentRZ = transform.eulerAngles.z;

        float resultRotationX = target.eulerAngles.x + distanceRotationX;
        float resultRotationY = target.eulerAngles.y;
        float resultRotationZ = target.eulerAngles.z;

        resultRotationX = Mathf.LerpAngle (currentRX, resultRotationX, smooth * Time.deltaTime);
        resultRotationY = Mathf.LerpAngle (currentRY, resultRotationY, smooth * Time.deltaTime);
        resultRotationZ = Mathf.LerpAngle (currentRZ, resultRotationZ, smooth * Time.deltaTime);
        nextCameraRotation = Quaternion.Euler (resultRotationX, resultRotationY, resultRotationZ);
        #endregion

        transform.position = nextCameraPosition;
        transform.rotation = nextCameraRotation;
    }
}
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