The thing is simple: I need to have good camera for my 3D platformer. I am unable to write such myself (or rather I can, but it goes through walls). I’ve tried one from the wiki, and while it kinda works after some adjustments… yeah it kinda works after some adjustments.
For those who didn’t catch on: While it technically works, it’s really terrible and has problems with low ceilings (goes through them) and I want absolute perfection.
So this leads me to the question: What is best third person camera on asset store that doesn’t go through walls and is suitable for a 3D platformer? While there are many paid assets for such thing, I am in no way buying all of those since I simply have no funds for that and if I choose wrongly… (see last part of previous paragraph to learn what I want from my games).
Master Camera is pretty good and my fall back. Ten bucks ain’t bad either. If you want to code your own, 3dBuzz has a tutorial on making a 3rd person controller that includes tutorials on making a camera that doesn’t pass through things.
Thanks, I’ll probably go with this one. In worst case I will get something that does what my current camera tries to in more competent way, in best (when/if developer answers my inquiry) something that works better to my current system.
In latter scenario, I’ll have to adjust movement code, but I’m prepared to do that and in fact this should be quite easy change to do.
+1 for the 3DBuzz tutorial if you want to code your own. They only provide a video, so you’ll have to enter the code yourself.
ooti’s Adventure Camera Rig is also good. I really like Opsive’s Third Person Controller. I’ve used Master Camera, Adventure Camera, and Third Person Controller, and Third Person Controller’s camera does the best job of avoiding clipping, followed by Adventure Camera, then Master Camera, but they’re all good.
Its quite common to make ceiling transparent when players go inside, if you don’t want to do this the camera is going to have go through door ways which is probably best done as a manually added path as part of level design (maybe interpolating between current position and desired position as the character moves through the door).
Not gonna cut it as levels will be made in a custom editor that will be available to players/modders as well. As for going through doorways many early 3D platformers had it done quite well (and not so early - see Tiny & Big: Grandpa’s leftovers’ later levels for a good example), so I think I’ll manage.
There’s nothing that says the path can’t be tied to the elements that are placed in the editor. Users would never see them and because you interpolate along the path it would still have variations: there really no easy way to distinguish between the two approaches. If anything the path solution will look better.
Fixing yourself on a specific solution instead of trying to solve a problem is going to stop your game getting done.
Yeah, but you see - there is no “door object” - levels are build from 3D primitives that users can rescale, rotate, etc. “Door” can be any “hole” left in the level by the designer.
But as I said, I know how to solve it, just need camera that doesn’t go through walls, rest is just adjusting.
I think I know what tutorial you’re talking about, tried it in the past, but… Let’s say my efforts didn’t yield any results and didn’t understand half of it.
I’ll probably go with Master Camera tho, as those two you linked are very expensive for me (currently making it out of my pocket, on virtually $0 budget - I plan on making Indie GoGo, but not before I can make few levels long “IGG demo” so people can evaluate for themselves if they want to back it).