Pro 3D Camera is Live!!

Pro 3D Camera v. 3.0 will be coming the the Unity Asset Store soon. See the version notes and docs here. This is a huge update I have spent many hours perfecting, and I am excited to share it with all of you. See the video below too!

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This asset is now live.

You can find it here: http://u3d.as/iEq
Full documentation is here
Getting started documentation is here
Full version notes here

As always, I enjoy hearing the feedback of my users. If you have any questions, comments or concerns post them here and we can talk about incorporating the changes in the next update.

Hello,
I want to buy this asset, it looks very cool. But my game is build on Unity 5.1.4f, canā€™t import this asset because it requires 5.3.2.

I am working on making it compatible with earlier versions of Unity. As far as I can tell the only adjustment I need to make is how scriptable objects are handled. An update will be released to broaden the range of Unity versions soon!

Hi, Good asset this time ! One ā€œmajorā€ problem ā€¦ not every object have a material ā€¦ For example, i have buildings that have children who contain only a collider; thus making the script log error. Is there a way to do an early check and skip objects which donā€™t have renderers ?

The best way to handle this is to place those objects which do not use materials on a layer the obstruction handler does not look for. That way, the obstruction handler will ignore them.

An update was just released addressing this. The package now works even on Unity version 4.6.2!

Thanks for the feedback; iā€™m sorry but I canā€™t do this, i have too many objects; plus using colliders child of an object is i think usual practice; I canā€™t imagine changing layers of each of them isnā€™t there a better solution ? Maybe a simple if branch checking if material is there?

Also, I have around 21 warnings for your package only; can you please optimize/clean this a little ? I noticed a lot of ā€˜tryā€™ and ā€˜catchā€™ loops, this is a very bad practice for speed. Maybe you can have a look at this too ?

Iā€™ve purchased nearly all of the camera assets around; and to be honest yours is the best so far; itā€™s just frustrating not to have those little little things; i hope you can sort them out so you have a package that will clearly stand out ! Please donā€™t take this as a ā€˜criticā€™ itā€™s really to help you improve (and me spend less time here).

Many thanks !

2681137--189470--Capture dā€™Ć©cran 2016-06-16 Ć  11.27.07.png

I can update the package addressing the material check. In the meantime, you can set the layer of all child objects with a few clicks. Unity offers the option when you set the layer of a parent.

All of these warnings have been done away with in the most recent update, 3.1.0.

Thanks, upgrading to version 3.1.0 did solve the warnings; but it also made worse ā€¦
I did what you said, put the Parent to ā€˜Fadingā€™ layer (this one has the mesh) and put the Collider children in ā€˜Defaultā€™ layer; iā€™ve set the Obstruction layer to be ā€˜Fadingā€™ layer. No luck.

Another issue (sorry!); setting up the camera as TopDown (Awake) in the Editor works fine; but when i build (in this case for WebPlayer) it goes back to Default RPG. I even put a Script to force Camera change with SetCameraType, no luck. Any idea ?

Donā€™t apologize! These bugs need to get addressed, I thank you.

Add this code to the CameraControl script. I will submit an update fixing this shortly.

void Start()
{
     timeSinceLastCameraSwitch = 1;
     SetCameraType(CameraType.TOP_DOWN); //Your startup cam
}

Now, the AwakeCam parameter is only valid for the Unity Editor. You will want to set an initial camera as I have above.

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If I understand correctly, you have a parent object with no collider with the material(s). You also have children gameObjects with colliders for the parent, but no materials. You want the parent to fade out.

The most effective way to do this is to give your parent object (the one with the materials) a trigger collider. The parent is also the only object on the layer the obstruction handler cares about. This is more efficient than giving the obstruction handler 2 or 3 or more colliders to check for.

Hope this helps!

Of course there is always a way around; but in this case itā€™s an asset that I bought on the asset store (https://www.assetstore.unity3d.com/en/#!/content/49918) in this case he did put mesh on parent and collider as a child. For sure I can dive in and change all the 223 prefabs, but this is time consuming AND i doubt to be the only one customer to ask this; i bet you should adapt to customer, not the opposite; so again it ā€œwouldā€ be great of you do it :wink:

One more bug; the TopDown Camera (the only one iā€™m using for now) is working fantastic for slow going units, but when i put to track a car for instance, then itā€™s gettings sluggish. I think this is related to lateUpdate/Update. Is there a way that you can make this an option ? Or just provide a quick fix ?

For me, once you fix those little bugs iā€™ll write a 5* fantastic review; because honestly youā€™ll have THE best camera tool out there.

THanks !

I agree, but I did want to offer you a solution in case you did not want to wait on the next update. (I will be submitting within the next couple of days) :slight_smile:

I have heard the camera behaves unexpectedly on fast targets from a couple other people. The system was not designed for vehicles, but I am going to run some tests and adapt the package to vehicles and flying targets. I will keep you posted here!

For the fast moving target issue, I simply replaced your FixedUpdate by a LateUpdate (in CameraControl.cs line 331) and it works very smoothly now.

As for the obstruction, iā€™m willing to take a ā€˜patchā€™ before the next update if you happen to have a solution for this :smile:

Iā€™m now having issue with networked multiplayer game; is this something known ? Rotation is very sluggish.

I will need more details. With networking, my first instinct would be to say the culprit is on the networking side. I am not sure how you are updating the server, or how many clients you have connected - or how reliable your connection is.

Hi, I canā€™t find the sample scene in the package. Did I miss something?

Hey BusyBrain. The asset pack looks particularly polished and your support looks good to from following this thread.
2 small questions and maybe a request.

  1. In the distant future I have a design for a 3rd person - stealth type game. Iā€™d like to have a very unique control over the camera so the player isnā€™t able to take advantage of common stealth based camera setups - by peaking around obstacles when the character is not actually looking in the direction when the characters back is facing the wall or when ducking behind cover (peaking out from behind cover). This is a very important part of the gameplay. It has to be perfect - which will require a ton of testing and tweaking on my part to get it perfect.
    Iā€™d also like to have a very tight camera zoom into position (tight over shoulder) when the 3rd person character starts to attack with a distance based weapon, a bow & arrow or throwing a spear.
    And lastly depending upon the weapon Iā€™d like the camera to act almost the same each time - but maybe be slightly different depending upon which weapon is used.
    Could Pro 3D Camera help me succeed with this unique requirement? (special note: Iā€™m a non-coding artist) I use Playmaker but this does not factor into my decisions to purchase assets.

  2. Can settings on a specific camera be saved as a ā€œtemplateā€, so a user could quickly load up a camera in a new scene without having to tweak the setting of the camera again? I think this would be a nice feature if it is not already.