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https://github.com/rhaamo/camerasystem
A VRChat Camera System for worlds
https://github.com/rhaamo/camerasystem
camera cinemachine event live udonsharp vrchat
Last synced: 27 days ago
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A VRChat Camera System for worlds
- Host: GitHub
- URL: https://github.com/rhaamo/camerasystem
- Owner: rhaamo
- License: mit
- Created: 2024-05-21T14:08:13.000Z (6 months ago)
- Default Branch: main
- Last Pushed: 2024-05-26T10:57:53.000Z (5 months ago)
- Last Synced: 2024-09-26T08:00:16.184Z (about 1 month ago)
- Topics: camera, cinemachine, event, live, udonsharp, vrchat
- Language: C#
- Homepage:
- Size: 4.23 MB
- Stars: 4
- Watchers: 1
- Forks: 0
- Open Issues: 0
-
Metadata Files:
- Readme: README.md
- License: LICENSE
Awesome Lists containing this project
README
# Camera System
![example](example.png)
Just import the unitypackage or do things with this repository if you are playfull.
An example scene has been provided with everything already setup in place.
Otherwise prefabs are provided, but I can't guarantee everything will work, so best way is to open the scene along your actual one, and move the system you want, then adapt stuff.
There is two systems:
- A full one, with three fixed cameras and three handhelds
- A light one with only one camera and a few position presets# Notes
## Full system
In the `Camera System_Console` UdonBehavior, all the lists like Cameras objects or cameras materials etc. have to be IN ORDER (1, 2, 3, 4...).The same `Camera System_Console` U# script has a basic auth hook, by default, nobody can play with the FOV or change the live camera or move the handhelds, your external script, or buttons etc. have to call the `authorize` and `deauthorize` for each user that have to have access. Like from a keypad asset or your own system.
The camera light system also have this auth hook.By default the potato mode is enabled, authorizing the user disable it.
## Light system
For the light system, everything uses Unity Cinemachine, the Brain is on the `Camera Brain` object which also have the main camera with render texture.All cameras are priority 10, and active one switched to 11.
The `View 5` is a "special" view in the fact that it does have a Look at and a dolly track to orbit around something, like a dancefloor, the dolly cart associated to the track is attached to the `View 5` Virtual camera.
## All
Important about the `EventCameraSystem` prefab, the `Sphere` needs to be at the same place of `HugeSnapView`, basically when clicking on `HugeSnapView/Plane` the sphere needs to be inside the square bounds gizmo.# Known issues
There is no "Follow player" system yet.
Everything should be synced but that haven't been real-world tested yet.
The `EventCameraSystem` prefab is a totaly mystery and sometimes doesn't work totally, in desktop `F10` and looking at the sphere sometimes works, but other time you have to put your camera in it or your head 🤷♀️
Maybe other bugs, idk.
# Help/Support
This is provided "as-is", Very GoodTM bug reports might gets answered but I have others things to do and ADHD so this is as-is if it can help anyone.
Contributions for bug fixes or features welcome though
# Credits
Camera System by Ottpossum/dashie.The Camera override Shader is by kurotori, released under MIT, see https://booth.pm/en/items/4848817
# License
MIT License