Is there any way to adjust this?Ģ) This may be related to the first comment, but I'm not sure. If the movement you are doing is very small and involves several delicate click and drags, it can look a little glitchy since the camera will snap to that slightly above position with each click. By holding and dragging you can then of coarse rotate the camera to where ever you want. These are both related to the Follow With Button camera (bottom of the list):ġ) When using the right mouse button to rotate, when it is initially clicked, the camera always resets from its current position to one slightly above the camera. I am not sure if this has been updated since, but in the web demo you have linked above I am having two small issues. Great work! I have been testing the camera in the demo in the past week to see if it will compliment my game mechanics. Have to say I am really impressed with the features of your camera system and how well you are supporting customer feedback. Bug Fix: Camera no longer tilts in follow modes if euler x rotation is not 0. This will swap which shoulder the camera is over per Lypheus request. Added callable function StraferSwap() to MCStrafe script. Use this to test for line of sight from the camera to the rotation object. ![]() Added callable function TestLOS(layerMask) to MasterCamera script. Changed LOSFade from using JSArrays to Generic Lists for speed and #pragma strict. Code has been broken up to be modular to minimize the amount of code you don't need in your project. Preferred Distance works without needing MCScroll script attached. Horizontal and Vertical Minumum and Maximum Angles now work in "Follow" Mode. Renamed several variables to be more intuitive. Camera Rotation Mode : None - is now an option. MCLOSFade script's "Fade" layer no longer needs to be added to the "Collision Layer Mask" layers. Added McMouseDampened addon script for dampened mouse movement. Added FightingDemo Scene which uses Multiplayer Tracker. Added a MultiplayerTracker Prefab/Script to track multiple players on screen. Added MCSetView to set the camera to a specific rotation / distance on key press. MCMouseDampenend now responds to horizontal and vertical angle limits. MCButtonLook now has the option to return the camera to position it was in when the button was pushed (Return To On Click : True), or stay where it is currently at. The fading will only happen if the object is in the camera's field of view. This script can be attached to any object that should trigger Line of Sight Fading for objects on the fade layer. MCLOSFadeOther has been added to the "MC Xtra Files" folder. MCLOSFade and MCLOSFadeOther scripts now allow defining a string for the "FadeShader" that is, the shader used when fading the object. MCLOSFade and MCLOSFadeOther scripts now work with objects where the renderer is on a child object of the collider, and with colliders that have multiple child renderers. MCLOSFade and MCLOSFadeOther scripts now work with materials that have no color option such as Mobile > VertexLit. Added MCZoomPan which allows for the camera to pan a certain direction as the camera zooms / scrolls in or out. Updated MCScroll to be able to turn on and off MeshHiding, as well as Camera Collision, both are now off by default. Added ClickToToggle option for MCButtonLook. ![]() Fixed character controller + rigidbody issues. Added follow mode "FollowBehind" to keep the camera at the character's back. Added speed variable to the MCButtonLook script to allow smooth movement back to the return position. ![]() Fixed issue with Camera Return Speed and Click To Toggle on MCButtonLook MCKeyToZoom added - allows the camera to zoom on defined keypress. "Scroll Speed" added to effect actual camera movement speed.
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