var originPosition:Vector3;
var originRotation:Quaternion;
var shake_decay: float;
var shake_intensity: float;;
function OnGUI () {
if (GUI.Button (Rect (20,40,80,20), "Shake")) {
Shake();
}
}
function Update(){
if(shake_intensity > 0){
transform.position = originPosition + Random.insideUnitSphere * shake_intensity;
transform.rotation = Quaternion(
originRotation.x + Random.Range(-shake_intensity,shake_intensity)*.2,
originRotation.y + Random.Range(-shake_intensity,shake_intensity)*.2,
originRotation.z + Random.Range(-shake_intensity,shake_intensity)*.2,
originRotation.w + Random.Range(-shake_intensity,shake_intensity)*.2);
shake_intensity -= shake_decay;
}
}
function Shake(){
originPosition = transform.position;
originRotation = transform.rotation;
shake_intensity = .3;
shake_decay = 0.002;
}
http://forum.unity3d.com/threads/138264-CameraShake-Procedural-Camera-Movement