The camera looks very interesting, but the instructions are really poor. We really really don’t need to know every detail in a one hour and a half video Just make 2-3 videos explaining how to setup the camera for different kinds of games, like an rts, a simulation, a shooter etc…
I’m glad you find it interesting
I completely agree on the long video and the need for making a shorter video(s), and I will be posting a shorter one here in the next few days, sorry for the delay.
Just to clarify, in case there was any confusion, the asset is specifically designed for strategy styled games, like RTS, city-builders, turn-based, strategy 4X, but can also be set-up for use in a top-down RPG styled game by using the ‘follow game object’ coroutine.
I’ll try and hit some points in a short video for these types of games. But feel free to get creative with it!
I am looking for a camera system that allows me to place them as in an F1 broadcast
Several cameras in the path that, through triggers, are activated, follow a vehicle, zoom to zoom, then zoom out, etc., etc. What a TV director would do, automatically.
I’ve tried some products (not many, honestly) but they don’t meet my expectations. In summary, I am looking to be able to stream the events of my game as automatically as possible.
First of all, thank you for considering purchasing the CameraTron9000.
I’d be happy to answer any questions you may have, but before I give you an answer, may I ask you to please clarify what exactly you mean by “zoom to zoom”?
Thanks! Ok, now that we got that clarified, I can answer your question.
So, let’s break down the question into the sub-questions and I’ll answer each one.
The triggers your talking about, which I assume will be something like, (The car passes a certain line on the track) kind of trigger, and doing camera switching, well, no matter the camera you purchase, you’re still going to need to do a little bit of coding to make your triggers and switch between camera. Now, keep in mind, if you are going to use multiple objects/instances of the CameraTron9000, then you’ll need to make sure you do a little coding to make sure the selection framework in CameraTron9000 works the way you want it to(Like only for the main camera that the player moves around). Although for a racing game, I doubt you will be using it.
The CameraTron9000 is fully capable of following a game object, now what I would suggest, is instead of using the following coroutine in the CameraTron9000, is to child the CameraTron9000 surface controller object to the car game object at the same location as the car, and make sure the camera object (which also holds the zoom animation curve script) is behind the surface controller(probably negative on the Z axis) and then instead of using the manual zoom controls in the CameraTron9000 (which is the mouse wheel) I would just write a short coroutine that makes the camera zoom along the zoom animation curve you design, at whatever speed you feel good about. This way the camera always stays behind the car. Although you can always be more creative with your zoom animation curve and make it whip around to the side of the car and look towards it. The zoom animation curve system in the CameraTron9000 asset makes it pretty easy to get the zoom animation you want, even if you’re new to animation curves.
After the zoom in, you can use the same coroutine you wrote to just make it zoom out, so I’d suggest you make it modular for zooming in or out. You’ll have to at least write that coroutine for any camera asset you purchase, but it’s not a very challenging one to do. If you’re new to coding, I’d be happy to offer some advice on how to start and approach it.
And about the automatic part, that would be handled by the triggers you design.
So, tldr, yes you can do what you’re trying to do with the CameraTron9000 asset, it’ll just take a little legwork on your part. But no more legwork than you’d find with any other camera asset.
I hope this completely answered your question!
If you have any more questions, feel free to ask!
I am excited to use this camera in my Space Game. However, I can not get it to work. ( Later we can discuss using this without a Unity Terrain. )
Issue:
New purchase. First run. Much of functionality in Demo does not work. I see the selection rectangle form. I get movement on the x / z plane with edge and keyboard. However the camera will not rotate with mouse drag or keyboard. I set up a new empty scene with a Unity Terrain and verified this same result with the prefab.
System is:
Intel i7, 16GB RAM
Radeon GPU
Unity 2019.3.0f1
Thank you,
Daniel
P.S. I set script order with an execution order script like:
Hi, and first off, thank you for purchasing the asset!
I’d be happy to help you get everything working. In regards to the rotation with the mouse and keyboard not working, did you set up a key to use for the rotation, and ensure that everything is enabled?
Also, I see that you said you’re making a space game. Does this game have a Unity Terrain Game Object? Because most of the CameraTron9000’s scripts require Unity Terrain.
If you’re not currently using one, I’d suggest just making a flat terrain, and don’t render the terrain. Only the collider is really necessary. I don’t really know how you plan to design your space game, but the CameraTron9000 comes with the ability to move to Unity Terrains that are above or below it with a method, so you might want to give it a try as it could allow for some interesting vertical movement options. Just something to consider.
It would be helpful if you could send me a screenshot of CameraSurfaceController script’s variables in the Inspector.
It will probably take 2 screenshots worth, because it has a lot of adjustable options.
Well, everything seems to be in order, I can’t imagine how the camera would simply not rotate…
May I ask, what version of Unity are you running this on?
Also, did you get any red errors from a CameraTron9000 script in your console?
Not that, that should happen, and if it did, it’d also stop the script related to x-z axis movement, which you said you was still functioning, so this is probably not the source of the issue, but it couldn’t hurt to be thorough.
Did you use the prefab that the asset provided? The prefab ensures that all the objects are childed to the correct parent, and makes sure each game object with a unique instance of a script on it, that requires a unique instance of another script, has it assigned correctly. (Very important to make sure everything runs smoothly).
If you weren’t using the prefab, I’d suggest using that, and trying it again.
If the problem persists, try uninstalling the asset, and re-importing it.
There may have been an issue when importing it.
If the problem still persists, then, if you wouldn’t mind, if you could send me a copy of your Unity project. I just need the CameraTron9000 related game objects and Terrain in the project, feel free to remove anything you may be required to keep private. We’ll get to the bottom of this issue.
It may also be related to how Map Magic alters Unity Terrains. I know some assets make their own Terrain objects, instead of using Unity Terrains.
Unity has made a lot of changes regarding Unity Terrains in the past few years, however, that shouldn’t actually affect the rotation functionality, more of the height adjustments, but I think 2019.3.0f1 should have all the relevant changes to Unity Terrain, as far as I know at least.
I have a strong suspicion that the asset you used for script execution order is the culprit though. I used the built-in script execution order, found in the project settings. This is because the camSharedVariables script helps easily control whether to enable or disable certain functionalities all in a centralized place, like rotation or movement.
Hey there, it’s been a few days and I haven’t heard back from to see if we were able to solve your issues.
I just want to follow up with you to make sure everything is working on you end.
If not, let me know, and we’ll keep working on it until we get everything working and running smoothly.
Is there not a camera angle adjuster in the inspector for this asset or am I just missing it somewhere? Like when mouse front/back pan mode is disabled I’m stuck at such a low camera angle.
You’ll need to edit the existing zoom animation curve animations or make a custom zoom animation curve. The default zoom animation curve is set to Horizontal Zoom.
Hello! I have bought your camera and added your prefab to my scene.
But I am lost trying to understand how all the different components & scripts relate to each other.
I want to do fairly basic things: change what the camera is focused on; change the camera’s position so it is near that object; and follows it naturally from some position nearby.
Can you give a basic description of a) how I would programmatically set the prefab to focus on a gameobject, b) how to follow that object, c) set the relative position the camera will try to follow the object from, and d) disable the camera from listening to keyboard inputs? Thanks!