vxv
Junior vMember
Posts: 31
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Post by vxv on Jun 3, 2018 14:19:57 GMT
With the shooter template 1.2 many things changed and I find many explanations in the past obsolete. Can you please make a list explaining in few words each setting ? I guess it is hard to implement as a mouse over in game, but at least a list with some pictures and text would be helpful. There are some settings here for example I do not understand them and I cannot get when to use nor find help. Like Clip plane, check height, when and how to use different culling layers, start using target rotation... also the zoom is not working or maybe it has something to do with other settings ...
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Post by Invector on Jun 5, 2018 14:28:47 GMT
Clip Plane Margin - You can use this to work with the Clipping Planes of your camera, for example if your camera is passing through your character mesh or walls, you can play around with those values to avoid that.
Check Height Radius - This value is used to define the culling height based in your target, for example if the camera is going to the chest of your character when is too close, you can increase the Height to be above the character's head, solving the issue of going through to the mesh.
Culling Layer - Usually, we use the "Default" layer to make the culling, this means that the camera will go through objects using the layer "Triggers" which are invisible box colliders.
Start Using Target Rotation - Well this is pretty self-explanatory, the camera will start with the same forward direction of the target, uncheck if you want the camera to be located in front of the character or sideways for example.
Use Zoom - Check and use the mouse scroll to zoom in or zoom out.
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vxv
Junior vMember
Posts: 31
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Post by vxv on Jun 7, 2018 9:44:19 GMT
thank you for your answers! i will dive more into this!
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Post by jrackley on Jun 19, 2018 3:16:06 GMT
@invector How do I go about stopping the camera from going through ceilings? My ceiling layer is marked as default and has box colliders, but the camera goes through the ceiling anyhow when jumping. The camera culling layer is set to default as well so I am at a loss here. Just standing there and moving the camera it does not go through, but if you jump up then it does, exposing the whole top side of the "World/Level"
Thanks in advance
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Post by Invector on Jun 19, 2018 3:24:51 GMT
@invector How do I go about stopping the camera from going through ceilings? My ceiling layer is marked as default and has box colliders, but the camera goes through the ceiling anyhow when jumping. The camera culling layer is set to default as well so I am at a loss here. Just standing there and moving the camera it does not go through, but if you jump up then it does, exposing the whole top side of the "World/Level" Thanks in advance Hmm that's odd, can you record a small clip showing your colliders and the issue?
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Post by jrackley on Jun 19, 2018 3:58:57 GMT
@invector How do I go about stopping the camera from going through ceilings? My ceiling layer is marked as default and has box colliders, but the camera goes through the ceiling anyhow when jumping. The camera culling layer is set to default as well so I am at a loss here. Just standing there and moving the camera it does not go through, but if you jump up then it does, exposing the whole top side of the "World/Level" Thanks in advance Hmm that's odd, can you record a small clip showing your colliders and the issue? Here is the collider, going to make a vid clip right now...
here is a short video clip Camera Settings....
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Post by Invector on Jun 19, 2018 13:59:27 GMT
jrackley I think you're Culling Height is too high for such a small character, try 0.5f btw* this is looking great!
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Post by jrackley on Jun 19, 2018 17:54:58 GMT
jrackley I think you're Culling Height is too high for such a small character, try 0.5f btw* this is looking great! Yeah I have been trying to play around with that to get it good, no luck yet but will keep trying. Thanks as well. We will hopefully put up a new video very soon of this one, coming together really nice and fun! UPDATE: FIXED!!!! It was a combination of the culling height and the actual height of the camera!
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