I just released the Action/Adventure Camera Rig. It’s not just a 3rd person camera, but a complete AAA quality camera including a full Mecanim Animator.
When creating a AAA quality game, having a “third-person camera” isn’t good enough. In fact, when you dissect
Tomb Raider’s camera, you’ll see that the camera seamlessly transitions between several different types of
camera behaviors. It’s this attention to detail that we’ve created in the Adventure Camera Rig.
It comes complete with a code walk through to help you understand every detail. Of course, you can ignore that and simply use it as is.
Wow! I am so sorry. I thought I’d get an email if someone replied to the thread and I never did… I just assumed no one replied.
I found the clipping issue and it has been fixed. The web player is updated too (although I had to clear my cache).
I felt the safest and most generic solution was to stop the camera from moving if it got into a position that would clip the avatar.
So if you’re rotating the camera around the avatar and it detects the avatar clipping, the camera will stop. Behind the scenes, the rotation will continue and when you get to a good position the camera will catch back up.
The update is waiting approval from Unity now.
Thanks for calling this out and again I’m sorry for the huge delay.
please fix it so it dont get stuck on stuff and then snaps into other side when u move enough it feels very bad
give option to flow through make the thing invisible or transparent or let it clip into it
also have option for scrollwheel for zoom…
i mean dont make it so this way or that. give lots of option so we can configure away… perhaps have different classes that implement the different ways if it cant be done by having some settings we can tweak…
also please add jump, some more common movement animations (sprinnt), crouch, (prone would be nice)
also have more camera options for other than adventure .like fps/tps, rpg… let pick left, right, center, overhead from behind like in rpg
For your first statement, I think you mean that when the character is next to a wall and the camera is put into a tight spot it stops moving and then jumps if you keep moving the controls.
Per the description a couple posts above, I chose to stop the camera (to avoid the clipping) until the player moves it to a safe place. I’ll have to think about a better solution.
I know others (outside of this thread) preferred that I stop the camera vs. allowing the clipping. However, you may be right about having options that allows the user to choose.
Thanks for the other items. I’ll put them on the wish list.
I’ve got your demo scene in unity setup as per your quick-start guide. I’ve setup the key names accordingly, however am only achieving control over the camera, but there is no movement from the character. I’m using the keyboard, not a joystick. What am I doing wrong?
If you’ll email me at tim@ootii.com, I can help you out.
When you email, can you tell me what platform you’re using? I’m also curious if you’re getting any animations from the character at all. Does he turn or walk in place?
I don’t think it would be fair to have him to work exclusively for him, as he has previously said, he is working on a full character system for mecanim that will be available on the asset store soon.
That being said, if you are willing to do work for individuals and aren’t going to release the full system within a month or two, I will also pay you to develop a system for my team. But since there is such a high demand for a full character system controller, I think it would be most profitable and fair to just release an alpha version of the one you are currently making right now on the asset store.
We’re really loving this Adventure Camera in combination with the Motion Controller. It’s a solid combo. We’re glad to see that zoom is on the wish list. We’re trying to decide whether to hack into the Adventure Cam and implement the zoom ourself or wait. When do you feel you’ll be implementing the zoom?