Gamestrap Editor Camera is a tool that helps you navigate around your scenes, it helps with your workflow by saving your camera views in the editor scene so you can go back and forward between them. Use those same states now for your game during runtime, make a quick camera system!
Features
Simple UI & input control
Works as a runtime camera system
Shortcuts for better workflow
Supports 2D & render modes
Supports iso view & Layer Visibility Mask
Supports multiple scene and scene views
Any feedback is greatly appreciated!
contact@gamestrap.info
Thanks @Dan2013 for the feedback!
Yeah I had trouble deciding if I wanted to have names on the buttons or not, I might add it as an option soon, I’ll also be adding a new feature allowing the editor camera follow a specific camera in the hierarchy so look forward to that too!
Hey @Dan2013 just wanted to let you know that the asset now has the naming + even setting a color to your state.
I also added a button that allows you to follow the camera you have selected in the scene with the editor camera!
Yes. I updated your tool and like new features.
One little suggestion. Maybe an option to set default color for new buttons is convenient for users.
Or, users need to set that default color in source code.
Glad you liked the new changes as for the default color for now you can change it in the “CameraState” script, I’ll think about an easy way to incorporate it.
Does Gamestrap Editor Camera (GEC for short) supports multiple Scene Views?
I found that if I open multiple Scene View windows, GEC only affects the first Scene View?
For now it only supports one view, not sure how useful it would be to use multiple views, maybe set the editor camera view on the selectected view window would be nice?
For example, you may want to put environment editing jobs into a one Scene View and put character editing job into another Scene View. You may want to keep both Scene Views open concurrently all the time. Thus, you may also want to have independent scene view saves/bookmarks for each scene view.
Just a suggestion. Maybe it is a non-trivial job to implement this feature.
Got it,
Well my goal for the asset is to keep it as simple as possible (I’m simplifying some stuff in the next version) so I’ll see if there is an intuitive way to do that by either having the state save the prefer view or just activate the editor camera that has focus, i’m trying my best to not clutter the tool.
Thanks again for your time, I’ll keep it in mind and see if it makes sense with the other changes
Hey, I’m not entirely sure I get what you mean but if it helps I can let you know that currently the asset only works in the editor and its not for runtime, you can save camera views or have the editor camera follow your camera in the scene but not have the camera in game change views during runtime. If you can elaborate a bit more I.could see if I can incorporate what you might be asking for.
Hope this helps.
Lol sorry was a bit vague. Im doing an arch viz project where i want the user to be able to jump between rooms using the GUI, so bedroom, lounge, garden etc. When he presses the UI button to take him to the bedroom for example, i need my First person player to move to the bedroom location so that he can control it form there again. Very much how they did in in the courtyard unity demo, Im just not advanced enough to understand how they set that up, so looking for an easier solution. If yours doesnt do that, then do you maybe know of another asset that does? Thanks
Ah got it, yeah this asset currently focuses only on the editor camera mainly, maybe later of for future updates I would add a way to connect a camera and a view you have saved within the editor so you can call upon it during run-time. As for an easier solution I don’t really know an asset that does that but it should be achievable with some simple logic, I suggest you take a look at the Animator, the parameters in there to activate animations you have set up. Cheers!
New version is out with a lot of bug fixes and also a whole new UI which should be muuuch better.
Here is the new video showing the new features and UI:
Used this tool again recently, still works pretty well. Like it.
Now, it seems that your solution for multiple-scene scenario is “only effect the currently active scene”. That works for me.
But there may be a little issue for multiple-scene scenario. In one-scene scenario, if I release the camera button, your tool restore previously unsaved camera angle. But that mechanism does not work in multiple-scene scenario. I found that the previously unsaved camera angle may get lost if I switch between scenes while pushing/releasing camera buttons.
Hey thanks for liking the asset!
As for the multiple-scene scenario, I’m actually surprised it works already, had not done anything for it. So that being said now that I know that something is off I’ll look into it and see what I can find with that “unsaved camera angle” issue as well as some small changes I’ve made recently.
Thanks for the feedback as always
Hey @Dan2013 sorry for the delay, but finally I got the time to modify the asset to work with multiple scenes and added a small button to help with the issue you were having:
Each scene will contain it’s own views, so if you select a new scene in the hierarchy it will automatically update the buttons. As for the issue you mentioned, I added the Last View button which pretty much takes you back to that last view state of the editor camera.
Anyways, any feedback would be great, I won’t update this asset soon since I’m restructuring some stuff of the asset so it’ll take a couple of weeks before I submit the change. If you need the change asap then PM me and I’ll send you the new version. Hope you like the changes
Oh, I think there is a misunderstanding. When I say “multiple-scene scenario”, I supposed to mean “multiple-scene-tab scenario”. There is only one scene loaded in my testing case. I just open multiple scene tab to edit it with your Gamestrap Editor Camera tool. I found that the previously unsaved camera angle may get lost if I switch between scene tabs while pushing/releasing camera buttons.
Huh interesting, well in any case now the asset supports multiple scenes as well! Anyways I read again your comment with that in mind and I believe now I understand what you mean, I’ll have to ponder that one a bit to see what I can come up with. Will get back to you soon with a solution and FYI, I’m making a biiig upgrade soon so stay tuned!