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
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.
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…
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? ![]()
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? ![]()
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!