Hints on second camera view?

Hello,

I want to implement a secondr camera view in the corner of the screen to display some closeups etc.

What tutorials should I use?

Is it even possible?

I heard that Unity Pro is required, however I use the personal editin so far.

Mirza

Not required at all.

  • Make a second camera in the scene and make sure the tag for this camera is NOT set to “Main Camera”.
  • Give it a depth value that’s higher than your main camera’s depth (so it renders later than the main camera, ie: after, and thus “on top of”). If you main camera’s depth is -1 (normal), then make this one 0 or higher.
  • Lastly, just give it viewport rect settings that match the area of the screen where you want it to be shown.

For the rect, it’s “0 to 1” as a percentage of the screen width/height. For setting the camera to the lower-right corner, you could for instance set it to like…

  • X: .55
  • Y: .05
  • Width: .4
  • Height: .4

Which translates to “X starts at 55% of screen width (from the left), Y starts at 5% of screen height (from the bottom), Width is 40% of the screen width, Height is 40% of the screen height”. Get it? :slight_smile:

Thanks for the big help.

I got 90% of the stuff you told. But here, look at the image:

I want a close up of a game situation, like pockets.

I managed to place the cam in the upper left corner, but…I cant zoom it!

Here is my cam setting:

The goal is to create much bigger zoom-in so the player can use this cam to help
him aim his shots more precise. Got it? :slight_smile:

Mirza

The second camera shows whatever the second camera is looking at- if you want to zoom it, then you need to move the camera closer. You’re probably going to have to make a script that tracks whatever it is in the scene you want it to look at, at which angle and what distance, etc…

Thanks for answer.

I found out its the field of view that makes it loock closer not the Z parameter, here:

Now I will look how to tweak it by code. To place it somewhere else, etc.

Mirza

Z parameter works almost identically, provided that you have it set to perspective and not orthographic. The field of view will actually give you a pretty ugly distortion effect if you mess with it too much, whereas the Z parameter is always clear- just be careful not to set the near clipping plane too far away.

Have fun!

Thanks, that helped a lot.

Anyway, quick question since you seem to have more experience with Unity:

I have a problem setting a rigidbody to halt programmatically.

The game balls move sometimes very slowly and simply dont stop!

I tried:

rigidbody.velocity = Vector3.zero;
rigidbody.angularvelocity = Vector3.zero;

I even set an Invoke function to try to stop the balls after a few secs.

Any ideas?

Mirza

Try setting a higher angularDrag. From the description, I’m guessing it’s pretty close to zero.

What is higher?

I mean, if it was 0, could it be 0.5 , or more?

Trial and error, but yes it shouldn’t take a very high number at all to see an effect. Try normal drag too, if that doesn’t quite work for you.

thanks so much!