Using sin and cos yourself usually isn't needed. That's what the rotate methods are meant for. What should work: Rotate the camera around y, get the player position, get the z axis from the camera (or maybe x....depends on your scene), multiply the axis' length with some value, add it to the player's position and set the result as the new camera position. Depending on your scene swtup, it might be needed to do some additional rotations but the basic idea should work.