diff --git a/Assets/Replay/CameraRotator.cs b/Assets/Replay/CameraRotator.cs
new file mode 100644
index 0000000000000000000000000000000000000000..91d19ba04a6b067eefd805e5770160705344b63e
--- /dev/null
+++ b/Assets/Replay/CameraRotator.cs
@@ -0,0 +1,99 @@
+using System.Collections;
+using System.Collections.Generic;
+using UnityEngine;
+
+public class CameraRotator : MonoBehaviour
+{
+	public GameObject CameraTarget;
+	public float cameraTargetHeight = 0.0f;
+	public int ZoomRate = 20;
+	public float MaxViewDistance = 15f;
+	public float MinViewDistance = 1f;
+
+	private float x = 0.0f;
+	private float y = 0.0f;
+	private int mouseXSpeedMod = 5;
+	private int mouseYSpeedMod = 5;
+	private float distance = 3f;
+	private float desireDistance;
+	private float correctedDistance;
+	private float currentDistance;
+
+	private Vector3 initialPosition;
+	private Quaternion initialRotation;
+	private bool useInitialTransform = true;
+
+	public void ToggleUseInitialTransform()
+	{
+		if (useInitialTransform)
+			useInitialTransform = false;
+		else
+		{
+			transform.position = initialPosition;
+			transform.rotation = initialRotation;
+			useInitialTransform = true;
+		}
+	}
+
+	void Start ()
+	{
+		initialPosition = transform.position;
+		initialRotation = transform.rotation;
+
+		Vector3 Angles = transform.eulerAngles;
+		x = Angles.x;
+		y = Angles.y;
+		currentDistance = distance;
+		desireDistance = distance;
+		correctedDistance = distance;
+	}
+
+	void LateUpdate ()
+	{
+		if (!useInitialTransform)
+		{
+			if (Input.GetMouseButton (0)) //left click
+			{
+				x += Input.GetAxis("Mouse X") * mouseXSpeedMod;
+				y -= Input.GetAxis("Mouse Y") * mouseYSpeedMod;
+			}
+
+			//apply
+			y = ClampAngle (y, -15, 25);
+			Quaternion rotation = Quaternion.Euler (y,x,0);
+
+			desireDistance -= Input.GetAxis("Mouse ScrollWheel") * Time.deltaTime * ZoomRate * Mathf.Abs(desireDistance);
+			desireDistance = Mathf.Clamp (desireDistance, MinViewDistance, MaxViewDistance);
+			correctedDistance = desireDistance;
+
+			Vector3 position = CameraTarget.transform.position - (rotation * Vector3.forward * desireDistance);
+
+			RaycastHit collisionHit;
+			Vector3 cameraTargetPosition = new Vector3 (CameraTarget.transform.position.x, CameraTarget.transform.position.y + cameraTargetHeight, CameraTarget.transform.position.z);
+
+			bool isCorrected = false;
+			if (Physics.Linecast (cameraTargetPosition, position, out collisionHit))
+			{
+				position = collisionHit.point;
+				correctedDistance = Vector3.Distance(cameraTargetPosition,position);
+				isCorrected = true;
+			}
+
+			currentDistance = !isCorrected || correctedDistance > currentDistance ? Mathf.Lerp(currentDistance,correctedDistance,Time.deltaTime * ZoomRate) : correctedDistance;
+
+			position = CameraTarget.transform.position - (rotation * Vector3.forward * currentDistance + new Vector3 (0, -cameraTargetHeight, 0));
+
+			transform.rotation = rotation;
+			transform.position = position;
+		}
+	}
+
+	private static float ClampAngle(float angle, float min, float max)
+	{
+		if (angle < -360)
+			angle += 360;
+		if (angle > 360)
+			angle -= 360;
+		return Mathf.Clamp (angle,min,max);
+	}
+}
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new file mode 100644
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