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Uni.camera Shake May 2026

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

public void Shake(float duration, float magnitude) uni.camera shake

originalPos = transform.localPosition; originalRot = transform.localRotation; Vector3 randomRot = Random

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

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

IEnumerator DoShake()

void Start()