I was honestly planning on manipulating the CameraRig game object on the main thread of the CameraSystem : SystemBase (In my testing I used an IJobEntity on InputSystem). This reads in a CameraRig singleton which has variables fed in from the InputSystem. Right now, I can’t imagine why I would need more than a few Singleton components to control the camera in this game. This camera doesn’t respond to objects or participate in physics or follow a player character. I assume you could need Parallel jobs and the ability to see a lot of transforms for that?
All the camera does is respond to rotation requests (touch swipes) and then zoom to an object the user taps on (and manipulates menus. hence why taps must work with swipes). Then returns to pre-zoom position when closing the menu. I will probably cap the rotation angle (right now it’s fully 360 degrees orbit) to some amount to prevent being able to go fully vertical and flip to the other side (either direction). I don’t think any of that even justifies the IJobEntity I used in testing?
One thing I was going to do at some point is adjust the camera distance to be able to see all level objects. Not sure how to do that, but it would be largely a level initialization problem (unless levels gain the ability to change in play)
As always, I could be missing something.
