On sale for 50% off until Feb. 1st, 2018. This package will be deprecated at that time. I will provide additional support until March 1st 2018.
Description:
The goal of the Simple RPG Camera package is to provide an easy to implement, no hassle camera control script that is packed with all the features you’d expect it to have and more. It’s designed to work very well with RPG styled games (a WoW or Diablo style), and can be easily integrated into projects of any size without making a mess.
Price:
$15
Package Includes:
Camera control script that works on both desktop and mobile
Player control script for desktop and mobile
A character model from one of my own projects
Mecanim and Legacy support
Support:
If you have questions / comments / suggestions / problems, reply to this thread, visit our forum or email us at phatrobit@gmail.com.
Just bought and its very nice to use. very polished camera control.
anyway can i request few things?
could you add the possibility to strafe left/right and rotate the camera on mobile with swipe?
and make the character control work with mecanim ?
I am very open to requests. A rotation swipe control for mobile is a nice idea and I will definitely work on that. For strafing on mobile, do you mean with button controls or by swiping as well?
As for Mecanim, I am currently developing this asset in Unity 3.5.7, so that would require Unity 4. Anyone who owns my asset that’s still using pre 4.0 will no longer be able to download the updates. I have been considering upgrading it though so I can use things like Mecanim, so I will definitely convert the existing character script (or add a separate one) for Mecanim if I ever do so.
I am also planning on adding controller support for the camera as well in the near future.
for strafing with a dpad or WASD and then rotate the camera with right bouton or with a swipe
about mecanism its a really interesting option for everyone, could have a package for mecanim inside you main package to avoid problems.
the problem with your controler is that anim name are write in the script so we cant adapt it with different players,
maybe put the strings for each animation in the inspector and an option like if strafeLeftString = “null” dont play the animation ( in the case where we only have 1 walk/run animation)
Ah I see. I will do some work on the player control scripts as well to try and make them more modular and customizable through the inspector.
I will see what I can do for including Mecanim support, but at most it will only be a separate player script until I decide to upgrade the project to Unity 4.
The Mouse ScrollWheel axis should automatically be created by Unity when you start a project. If you don’t have the axis in your input settings, this can be fixed by adding a new input located in Edit > Project Settings > Input with the below settings (copied from Unity’s defaults):
Name: Mouse ScrollWheel
Descriptive Name:
Descriptive Negative Name:
Negative Button:
Positive Button:
Alt Negative Button:
Alt Positive Button:
Gravity: 0
Dead: 0
Sensitivity: 0.1
Snap: false
Invert: false
Type: Mouse Movement
Axis: 3rd axis (Joysticks and Scrollwheel)
Joy Num: Get Motion from all Joysticks
Version 1.3.0 has just been sent to Unity for review. For this update I have upgraded the package to Unity 4.3 due to many requests for Mecanim. If you still use Unity 3.5, contact me and I will try to work something out so you can get the update as well.
If you do not want to wait for Unity to review the package, contact me at phatrobit@gmail.com with your invoice number and I will send you the package directly.
Changelog:
General
Upgraded project to Unity 4.3
Added mocap animations for use with Mecanim
Added a joystick control for mobile
Rebuilt the demo scenes
Cleaned up deprecated code
Deleted old player controller scripts
Deleted old player animator scripts
Deleted mobile demo gui script
Added new MouseMovementController script
Added new KeyboardMovementController script
Rebuilt player prefab to use Mecanim instead of Legacy
MobileSimpleRpgCameraEditor.cs
Fixed an issue with the Objects To Rotate and Objects To Fade fields
Changelog:
I have rewritten most of the code in SimpleRpgCamera.cs to clean things up and allow a new feature.
The new feature (Use Target Axis) can be seen on the new scene SRPGC - Orbit Demo