Lock-On RPG Camera Kit is a camera controller combination to provide a camera similar to some AAA titles which feature a target lock on function. It can be adjusted to replicate the style of camera in some titles.
Setup is straightforward and documentation is provided.
Two demo scenes, One with blocking objects and one with Mecanim setup in the controller to get you started on furthering it.
Features:
Orbit Cam
Camera Collision
Lock On System
Target Switching
Return to Original Position
Object Fading
First Person View
Reticle Rotation
Black Bars
Easy to tweak settings so you can customize it to your liking
Mecanim Demo Buttons:
WASD player Movement
MouseMovement for Camera Orbit
TAB = Lock & Return to Original Position (When not in range of targets)
Q or E = Switch Target
Hold F = First Person View (Only while not targeting)
F for First person view (Only while not locked on an enemy)
1 = Toggle Black Bars (Only tap while not locked. Otherwise system break.)
2 = Toggle Reticle Rotation
3 = Toggle Camera Collision Mode
4 = Toggle Click to Rotate
5 = Toggle Axis Zoom
6 = Toggle Invert Y Axis
I = Destroy Moving Target
O = Destroy Moving Target
Current Version 1.02
Changelog: 1.0:
Release 1.01:
Camera Relock Function
Target Destruction Bugfix
Y Axis Zoom Camera Option 1.02:
Unity 4.6.8 Version
Single line bugfix. 1.03:
More advanced mecanim setup. 1.04:
Object Fading
Lock Adjustment value.
Y Axis zoom function with mouse movement option, Works with inverted axis as well.
Added camera relock function. If currently targeted enemy is destroyed the camera will relock to the nearest enemy.
Fixed object destruction black bar bug
Will be updated to the asset store shortly.
If anyone has any requests feel free to PM me or post here.
This looks rather good, but desperately needs a demo somewhere. Since you never really get the “feel” for controllers until you play with them (apologies if I’ve missed a demo link somewhere).
Assuming it works with older versions of unity, might want to upload it with that too. Since the 5.1 “requirement” may be limiting the audience more than it needs to.
I’m making more mecanim additions that’ll be available in the next update. With a new mecanim demo. It should be available tomorrow/day after, depending on my schedule. I’ll shoot you a PM when it’s up.
Great! I’ll purchase it later and see if it could use more additions. I’m trying to develop a third person shooter like E.X. Troopers. It uses a lock on system similar to this.
Update 1.04 has been submitted to the asset store.
Object fading has been added. You can now specify certain objects that you want to fade if the camera gets too close to them.
A new value has been added to the camera as a request called Lock Adjustment. Edit this value to help reduce the camera raising/birds effect that can occur depending on how you’ve set the camera up. The demo scene has it at a value of 1 which eliminates the raise it completely.
Alright got some stuff sorted for another update, the previous one just went live.
@imtrobin
Made the camera raise instead of zooming as an option when the camera collides with a wall. It works via orbiting the camera and zooming a small fraction. The speed at which it goes up can be changed. I’ve picked a suitable default value.
Added a new value which adjusts the lock icons position so we can now have larger enemies and small enemies with independent lock target heights.
I’ll submit this update in the next day or two once I make sure there is nothing else I need to add. If any of the newer features are urgent to you, feel free to email me with your request and invoice and I can email it directly to you.
Also there is a much nicer demo version with toggleable options etc now.
Since I haven’t received any more requests for the next update. I’ve submitted v1.05 for approval. New features are the alternate camera collision type, improved demo scenes and enemy dependent target heights for varied enemy heights
If you’re working on something involving my kit, shoot me an email. I’d love to see a progress pic with my kit in use.
Man, you’re pushing out these updates faster than I can integrate them.
I am running into an issue and I’m not sure if it’s a problem on my end or if it’s because it’s an unexpected use case for the system. I’m testing it in a setup where you can switch between multiple characters, and for the most part it was pretty smooth to implement (just change the target of the camera), but the camera is jittering a lot after I switch to another character. I’m guessing there’s some reference I didn’t set when making the switch between characters. Would you happen to have any idea why this might be happening?
I sorta get what you mean. Could you email me a gif or a short vid showing the issue. It’s most likely an issue on your end with a reference or something. At a glance I’d say it might be due to the fact that some scripts (I know for a fact RPGCamera) stores the player via the tag at the start. It might be a case of storing it manually and each time you call you player switch function to change the player Gameobject and refind the RPGMovement section of the player.
I’ll have a play with switching player at runtime and hopefully post a solution today if that wasn’t the issue.
Sorry about the update frequency. It’s mainly due to feature request / bugfix or just general improvement of the asset to appeal to a larger audience and have features that other cameras have on the store.