Gain direct control over your cameras without leaving Unity Game Viewport.
Fly around your scene with just a press of a hotkey. A must have for those using multiple displays. Both game and editor cameras can be linked, positioned, and aligned suiting your editing preferences.
CameraTool version 1.1 change list (Unity 5.4b25 tested):
-Fixed a startup issue, where script did not run properly on the editor restart, or after the game has been stopped
-Added a main menu section for CameraTool
-Added an auto setup feature using existing scene cameras. The default activation hotkey is set to ‘C’
-The on screen label has been updated with the more informative text and layout
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Another Camera Tool copy!
Voucher code: Redeemed. Stay tuned for more! To redeem this code go to Asset Store - User Account page - Redeem Voucher. New voucher code will be posted soon. Be the first one to grab your free copy!
Hey it seems like you trying to add an editor script from the editor folder. This asset currently works with 4.6.0f3 and 4.5.5. Try adding Camera Tool using Add Component using inspector tab. Please attach some screenshots (including detailed console output) because that would help me to identify the problem and providing more details describing what you did to reproduce this on my side would be great. Thanks!
I tried to add it with Add Component first, but it would not find anything named “f3d” or anything remotely similar. I’ll post screenshots in a minute, thanks.
Try typing “camera tool” in search field. Anyway theres only two scripts under Assets/Forge3d/Camera Tool and you need one without “editor” in the end. You can drag and drop it on your camera or any other game object in the scene. Let me know if that helps
That’s what I was doing. I managed to get it working by dragging the FORGE3D folder into the Assets/Plugins folder, then it registered correctly. Add Component works now too.
Thats very interesting. Seems like its beta build that might be leading to this problem. Unfortunately I cannot downgrade to your version to test this but I will check the asset by using the asset store version of packaging with a freshly created project. Thanks for your feedback.