# ArcRotationCamera - what does the property speed and cameraDirection use for?

**URL:** <https://forum.babylonjs.com/t/arcrotationcamera-what-does-the-property-speed-and-cameradirection-use-for/5958>\
**Category:** Questions\
**Created:** [September 28, 2019, 4:34am UTC](https://forum.babylonjs.com/t/arcrotationcamera-what-does-the-property-speed-and-cameradirection-use-for/5958 "2019-09-28T04:34:39Z")\
**Posts on this page:** 4\
**Page:** 1

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**Author:** ![Cornelius\_Huang](https://sea2.discourse-cdn.com/flex024/user_avatar/forum.babylonjs.com/cornelius_huang/32/4182_2.png) [@Cornelius\_Huang](https://forum.babylonjs.com/u/Cornelius_Huang)\
**Post date:** [September 28, 2019, 4:34am UTC](https://forum.babylonjs.com/t/arcrotationcamera-what-does-the-property-speed-and-cameradirection-use-for/5958/1 "2019-09-28T04:34:39Z")

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So, What does the speed and cameraDirection used for — the property of ArcRotationCamera. anyone can show me a demo to explain it.

I’m making a game that a character jumping on stairs and I want the ArcRotationCamera to follow the character. I try to use the lockedTarget property to follow the character but it’s too shaking.

So, I guess maybe the properies of above can help me or the only way to figure it out are calculating camera position and target by myself.

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**Author:** ![Deltakosh](https://sea2.discourse-cdn.com/flex024/user_avatar/forum.babylonjs.com/deltakosh/32/26635_2.png) [@Deltakosh](https://forum.babylonjs.com/u/Deltakosh)\
**Post date:** [September 30, 2019, 3:38pm UTC](https://forum.babylonjs.com/t/arcrotationcamera-what-does-the-property-speed-and-cameradirection-use-for/5958/2 "2019-09-30T15:38:47Z")

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For an arc rotate camera, you need to play with:

- inertialAlphaOffset
- inertialBetaOffset

These two values will update the alpha and beta angles using inertia so it will produce a smooth movement.

This is what the system uses when you move your your mouse or with touch

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**Author:** ![Cornelius\_Huang](https://sea2.discourse-cdn.com/flex024/user_avatar/forum.babylonjs.com/cornelius_huang/32/4182_2.png) [@Cornelius\_Huang](https://forum.babylonjs.com/u/Cornelius_Huang)\
**Post date:** [October 1, 2019, 3:31am UTC](https://forum.babylonjs.com/t/arcrotationcamera-what-does-the-property-speed-and-cameradirection-use-for/5958/3 "2019-10-01T03:31:32Z")

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Ok! Thank you my friend. I will try your suggestion.

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**Author:** ![Wingnut](https://sea2.discourse-cdn.com/flex024/user_avatar/forum.babylonjs.com/wingnut/32/53_2.png) [@Wingnut](https://forum.babylonjs.com/u/Wingnut)\
**Post date:** [October 1, 2019, 3:53am UTC](https://forum.babylonjs.com/t/arcrotationcamera-what-does-the-property-speed-and-cameradirection-use-for/5958/4 "2019-10-01T03:53:59Z")

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Hey CH, I think there is a “followArcRotateCamera” too… might be worth looking-at. I don’t think I have ever tried it.

I tried a little “constant target setting” in [THIS playground](https://playground.babylonjs.com/#KQV9SA#28)… line 87 - which is inside the renderLoop. Unfortunately, it disables camera orbiting/panning. I’m not sure why. (beard scratch)

Ahh… it needed a camera.update() in line 88. [https://playground.babylonjs.com/#KQV9SA#29](https://playground.babylonjs.com/#KQV9SA#29)

Now it orbits again, WHILE following. A camera target COULD be invisible. hmm. AND camera.target can be a vector3, too. Check this out… [https://playground.babylonjs.com/#KQV9SA#30](https://playground.babylonjs.com/#KQV9SA#30)

Line 87… gruesome. Makes the camera target balloon3.position, but 20 units **above** it. So, hmm… you could just keep adding stepHeight to current cam.target… doing it for each step climbed. Just some weird ideas. 🙂
