Game logic - Custom Camera – Ylands
Categories: Game LogicYlands 0.15
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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. | |||
| ---- | ---- | ||
| {{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.
