Non-linear editing and Realtime reflection

Hi,

new user asking some help…
I saw (I think) a movie showing some non-linear camera editing… I planning this to my first prj… I want to jump from lots of cameras trigged by a character moving around.
second, Is it possible to have realtime reflections? like a mirror sphere?

Thanksss

Tomas Egger

I don’t know what you mean here.

That sounds easy.

Yes, with Unity pro. Look up camera.RenderToCubemap.

In most cases you should try to avoid doing this and fake it in a clever way instead.

Note this will not produce physically accurate reflections on concave shapes like a raytracer would, but that often doesn’t matter. (Like I said before, faking it is almost always better)

Hi,

“I don’t know what you mean here.”

I saw in the 2007 Presentation-Workflow.mov in Unity3d web site
a production way to work with tons of cameras changes.
Its what I understood looking that movie.

Thanks… I will play with reflections later.

Yoggy, Unity 3d Pro have Anti-Aliases in the edges of the characteres?

Thank you very much

Tomas

Hi Yoggy,

Where I need to post those kind of questions?
Support section?

Thanks

Tomas

In that video, Nicholas says that this is not in the release version of Unity, but was just a quick tool they added for that game only.

So the timeline camera cutscene editor was a custom component added by them with a Unity source code license.

The way we handle cameras is from scripting our own control systems (not as hard as it sounds) :slight_smile:

If you have a look through the forums and the docs, you should get a clear picture of how things work.

And welcome!

-Jeremy

PS: Yes, the support forum is a good place for these questions

Hi,

Thank you very much

Tomas