Game logic - Custom Camera – Ylands
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= | =Properties= | ||
Custom camera allows to create custom views of the scene, cutscenes or character views. | |||
*'''Is audio listener''' - if checked, sounds in the scene will be heard from the position of the camera. | |||
= | *'''Are lights relative to the camera''' - if checked, maximum distance of visibility of light sources in the scene will be determined based on the position of the camera instead of the player. | ||
*3rd person. | *'''Fading style''' - select a desired transition to be used when switching to this camera. | ||
*Custom - allows to customize camera on all parameters: position, offset, aim, player controls etc. | **Fading time - length of the animation of the transition in real time seconds. | ||
*FPS - first person. | |||
*Side scroller - side camera | ===Camera types=== | ||
*Static - camera fixed to a specific position. | *'''3rd person''' - allows to set view distance from player. | ||
*Top down - the view from the top, set up any height and angle. | *'''Custom''' - allows to customize camera on all parameters: position, offset, aim, player controls etc. More details below. | ||
*'''FPS''' - first person. | |||
*'''Side scroller''' - side camera. Limits the player movement to X/Y axis (horizontal movement and jumping/falling). | |||
*'''Static''' - camera fixed to a specific position. | |||
*'''Top down''' - the view from the top, set up any height and angle. | |||
===Camera Type - Custom=== | |||
Custom camera type allows a broader set of options. Some of the settings do not work in conjunction. As a starting point, you can switch to Custom type from one of the templates to copy its settings. | |||
*'''Force camera FOV''' - allows to set the field of view of the camera. The higher the value, the wider the angle of view. | |||
*'''Target''' - sets an object to be used as a baseline for '''Position''' and '''Aim''' settings. | |||
*'''Position''' | |||
**On spring from target - camera will follow the target on a smoothly animated "rope". It's length is defined by the '''Distance''' slider. | |||
**Same as target - camera will share position values with it's target. Offset in global space. Relative offset will change the local space to that of the target. | |||
*'''Aim''' - sets the direction of the view of the camera. | |||
**Aim as - camera will share the rotation of the selected object. Rotation offset in Euler angles. | |||
**Aim as target - camera will share the rotation of the target. | |||
**Look at - camera will face the selected object. Offset in global space. Relative offset will change the local space to that of the target. | |||
*'''Player controls''' - these settings modify how the player controls behave while the camera is active. | |||
**Absolute (reference axis) - player will only move on the '''Reference axis'''. | |||
***Plane and angle - use either XZ plane or XY plane for player movement. Offset rotation of the plane using Angle slider. | |||
***Reference object - use a local plane of the selected object for player movement. | |||
**Camera relative - move on the local plane of the Custom camera. | |||
**Player relative - move on the local plane of the player character. | |||
**Allow heading flip with pitch - changes direction of the character in side-scroller type camera if the pitch of the character reaches a threshold. | |||
**Vertical - select a way of aiming on the vertical axis. | |||
**Horizontal - select a way of aiming on the horizontal axis. | |||
**4 directional movement - limits the movement of the player character to up, back, left and right only. | |||
At any point, it is possible to preview the camera settings with the button on the bottom of the properties window. | |||
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{{Navbox/Ylands}} | {{Navbox/Ylands}} |
Revision as of 12:53, 28 April 2021
Properties
Custom camera allows to create custom views of the scene, cutscenes or character views.
- Is audio listener - if checked, sounds in the scene will be heard from the position of the camera.
- Are lights relative to the camera - if checked, maximum distance of visibility of light sources in the scene will be determined based on the position of the camera instead of the player.
- Fading style - select a desired transition to be used when switching to this camera.
- Fading time - length of the animation of the transition in real time seconds.
Camera types
- 3rd person - allows to set view distance from player.
- Custom - allows to customize camera on all parameters: position, offset, aim, player controls etc. More details below.
- FPS - first person.
- Side scroller - side camera. Limits the player movement to X/Y axis (horizontal movement and jumping/falling).
- Static - camera fixed to a specific position.
- Top down - the view from the top, set up any height and angle.
Camera Type - Custom
Custom camera type allows a broader set of options. Some of the settings do not work in conjunction. As a starting point, you can switch to Custom type from one of the templates to copy its settings.
- Force camera FOV - allows to set the field of view of the camera. The higher the value, the wider the angle of view.
- Target - sets an object to be used as a baseline for Position and Aim settings.
- Position
- On spring from target - camera will follow the target on a smoothly animated "rope". It's length is defined by the Distance slider.
- Same as target - camera will share position values with it's target. Offset in global space. Relative offset will change the local space to that of the target.
- Aim - sets the direction of the view of the camera.
- Aim as - camera will share the rotation of the selected object. Rotation offset in Euler angles.
- Aim as target - camera will share the rotation of the target.
- Look at - camera will face the selected object. Offset in global space. Relative offset will change the local space to that of the target.
- Player controls - these settings modify how the player controls behave while the camera is active.
- Absolute (reference axis) - player will only move on the Reference axis.
- Plane and angle - use either XZ plane or XY plane for player movement. Offset rotation of the plane using Angle slider.
- Reference object - use a local plane of the selected object for player movement.
- Camera relative - move on the local plane of the Custom camera.
- Player relative - move on the local plane of the player character.
- Allow heading flip with pitch - changes direction of the character in side-scroller type camera if the pitch of the character reaches a threshold.
- Vertical - select a way of aiming on the vertical axis.
- Horizontal - select a way of aiming on the horizontal axis.
- 4 directional movement - limits the movement of the player character to up, back, left and right only.
- Absolute (reference axis) - player will only move on the Reference axis.
At any point, it is possible to preview the camera settings with the button on the bottom of the properties window.