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https://github.com/austephner/ThirdPersonCamera
A highly configurable feature-rich third person camera.
https://github.com/austephner/ThirdPersonCamera
camera gamedev thirdperson unity unity3d utility
Last synced: about 1 month ago
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A highly configurable feature-rich third person camera.
- Host: GitHub
- URL: https://github.com/austephner/ThirdPersonCamera
- Owner: austephner
- Created: 2021-12-28T16:20:59.000Z (almost 3 years ago)
- Default Branch: main
- Last Pushed: 2022-02-22T02:39:54.000Z (almost 3 years ago)
- Last Synced: 2024-08-02T05:13:31.517Z (5 months ago)
- Topics: camera, gamedev, thirdperson, unity, unity3d, utility
- Language: C#
- Homepage:
- Size: 30.3 KB
- Stars: 3
- Watchers: 2
- Forks: 1
- Open Issues: 0
-
Metadata Files:
- Readme: README.md
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README
# Third Person Camera
A highly configurable feature-rich third person camera.#### Features
- Tons of configuration options
- Layer based reposition clipping
- Over-the-shoulder horizontal offset and realtime shoulder swapping
- Zoom, rotate horizontally/vertically, adjust height
- Separate horizontal and vertical rotation speeds and sensitivities
- Extensible
- Control the camera through scripting or let it update itself with Unity's `Input` system
- Inlcluded prefab works out of the box![Example](https://i.imgur.com/LnR1Eg8.gif)
#### Changelog
- 1.1.1 (Current)
- Added function to retrieve a world-raycasted point given a screen point
- 1.1.0
- Added `lookTarget` property to override `lookInput`, causing camera to forcibly rotate to look at another `transform`.
- Removed `[ExecuteAlways]` from the camera's behaviour
- Fixed `_targetZoom` bug in `Start()` and inspector editing
- Added some public utilities
- 1.0.1
- Package fix for importing into Unity through the Package Manager
- Small code adjustments
- 1.0.0
- Initial release# Getting Started
1. Add the package to Unity through the Package Manager or download the zipped version and extract it to your assets folder.
2. Drag and drop the `Samples/ThirdPersonCamera.prefab` into your scene.
3. Assign a follow target if needed.
That's it!# Configuration
Nearly every field on the `ThirdPersonCamera` component has a tooltip.![Inspector](https://i.imgur.com/Rkm9KKe.png)
| Field | Description | Example Value |
|---------------------------------|------------------------------------------------------------------------------------------------------------------------------------------------|-------------------------------|
| Draw Debug | Enables debug logging and additional debug lines. | |
| Draw Gizmos | Enables gizmos. | |
| Follow Target | The `Transform` the camera should physically follow. | Your character, any POI, etc. |
| Self Get Player Input | Allows this camera to retrieve input data to update itself without external intervention. | |
| Invert Horizontal Camera Input | All incoming horizontal input will be inverted. | |
| Invert Vertical Camera Input | All incoming vertical input will be inverted. | |
| Move Lerp Speed | How fast the camera lerps to the assigned follow target. | 10 |
| Zoom Lerp Speed | How fast the camera's zoom lerps in and out. | 10 |
| Min Zoom In | How close the camera can zoom into its origin. | 1 |
| Max Zoom Out | How far the camera can zoom out from its origin. | 30 |
| Camera | The actual camera component. | |
| Height Transform | The transform which controls the height aspect of the camera. Must be a child of the main transform. | |
| Horizontal Offset Transform | The transform which controls the horizontal offset, the "over the shoulder" aspect. Must be a child of the height transform. | |
| X Axis | The transform which controls X axis rotation. Must be a child of the horizontal offset transform. | |
| Camera Transform | The transform which has the `Camera` component on it. Must be a child of the X Axis transform. | |
| Look Up Max Angle | The "maximum" look up angle in degrees. This is usually a negative number since a negative angle is required to rotate the camera upwards. | -60 |
| Look Down Min Angle | The "minimum" look down angle in degrees. This is usually a positive number since a positive angle is required to rotate the camera downwards. | 90 |
| Horizontal Rotation Lerp Speed | How fast the horizontal rotation lerps. | 1 |
| Horizontal Rotation Sensitivity | The horizontal rotation sensitivity. | 1 |
| Vertical Rotation Lerp Speed | How fast the vertical rotation lerps. | 1 |
| Vertical Rotation Sensitivity | The vertical rotation sensitivity. | 1 |
| Camera Clipping Layermask | All layers that the camera can be clipped with. | Default |
| Forward Camera Clip Radius | The forward raycast spherical radius for detecting camera clipping. | 0.1 |
| Horizontal Camera Clip Radius | The horizontal raycast spherical radius for detected camera clipping. | 0.1 |
| Camera Clip Point Offset | How far away from the raycasted clip point the camera will be placed on the hit point's normal. | 0.25 |
| Camera Clipping Lerp Speed | How fast the camera lerps to the clip point offset. The higher the value, the less likely clipped geometry will be visible. | 100 |