float targetRotation = Camera.transform.eulerAngles.y;
Quaternion rotation = Quaternion.Euler(0, targetRotation, 0);
transform.eulerAngles = new Vector3(0, targetRotation, 0);(A物体)
float offset = 0.5f;(偏移值: 负数 在后,正数在前)
var position = rotation * new Vector3(0.0f, 0.0f, offset ) + transform.position;
transform.position = position;(A物体)