CameraTransformCamera
How do I use Camera Transform Camera
Below are practical examples compiled from projects for learning and reference purposes
Featured Snippets
File name: PickupCamera.cs
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41 void OnEnable()
42 {
43 if( this.photonView != null && !this.photonView.isMine )
44 {
45 this.enabled = false;
46 return;
47 }
48
49 if( !cameraTransform && Camera.main )
50 cameraTransform = Camera.main.transform;
51 if( !cameraTransform )
52 {
53 Debug.Log( "Please assign a camera to the ThirdPersonCamera script." );
54 enabled = false;
55 }
56
57 m_CameraTransformCamera = cameraTransform.GetComponent
58
59
60 _target = transform;
61 if( _target )
62 {
63 controller = _target.GetComponent
64 }
65
66 if( controller )
67 {
68 CharacterController characterController = (CharacterController)_target.GetComponent
69 centerOffset = characterController.bounds.center - _target.position;
70 headOffset = centerOffset;
71 headOffset.y = characterController.bounds.max.y - _target.position.y;
72 }
73 else
74 Debug.Log( "Please assign a target to the camera that has a ThirdPersonController script attached." );
75
76
77 Cut( _target, centerOffset );
78 }
File name: PickupCamera.cs
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198 void SetUpRotation( Vector3 centerPos, Vector3 headPos )
199 {
200 // Now it's getting hairy. The devil is in the details here, the big issue is jumping of course.
201 // * When jumping up and down we don't want to center the guy in screen space.
202 // This is important to give a feel for how high you jump and avoiding large camera movements.
203 //
204 // * At the same time we dont want him to ever go out of screen and we want all rotations to be totally smooth.
205 //
206 // So here is what we will do:
207 //
208 // 1. We first find the rotation around the y axis. Thus he is always centered on the y-axis
209 // 2. When grounded we make him be centered
210 // 3. When jumping we keep the camera rotation but rotate the camera to get him back into view if his head is above some threshold
211 // 4. When landing we smoothly interpolate towards centering him on screen
212 Vector3 cameraPos = cameraTransform.position;
213 Vector3 offsetToCenter = centerPos - cameraPos;
214
215 // Generate base rotation only around y-axis
216 Quaternion yRotation = Quaternion.LookRotation( new Vector3( offsetToCenter.x, 0, offsetToCenter.z ) );
217
218 Vector3 relativeOffset = Vector3.forward * distance + Vector3.down * height;
219 cameraTransform.rotation = yRotation * Quaternion.LookRotation( relativeOffset );
220
221 // Calculate the projected center position and top position in world space
222 Ray centerRay = m_CameraTransformCamera.ViewportPointToRay( new Vector3( 0.5f, 0.5f, 1 ) );
223 Ray topRay = m_CameraTransformCamera.ViewportPointToRay( new Vector3( 0.5f, clampHeadPositionScreenSpace, 1 ) );
224
225 Vector3 centerRayPos = centerRay.GetPoint( distance );
226 Vector3 topRayPos = topRay.GetPoint( distance );
227
228 float centerToTopAngle = Vector3.Angle( centerRay.direction, topRay.direction );
229
230 float heightToAngle = centerToTopAngle / ( centerRayPos.y - topRayPos.y );
231
232 float extraLookAngle = heightToAngle * ( centerRayPos.y - centerPos.y );
233 if( extraLookAngle < centerToTopAngle )
234 {
235 extraLookAngle = 0;
236 }
237 else
238 {
239 extraLookAngle = extraLookAngle - centerToTopAngle;
240 cameraTransform.rotation *= Quaternion.Euler( -extraLookAngle, 0, 0 );
241 }
242 }
File name: ThirdPersonCamera.cs
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40 void OnEnable()
41 {
42 if( !cameraTransform && Camera.main )
43 cameraTransform = Camera.main.transform;
44 if( !cameraTransform )
45 {
46 Debug.Log( "Please assign a camera to the ThirdPersonCamera script." );
47 enabled = false;
48 }
49
50 m_CameraTransformCamera = cameraTransform.GetComponent
51
52 _target = transform;
53 if( _target )
54 {
55 controller = _target.GetComponent
56 }
57
58 if( controller )
59 {
60 CharacterController characterController = (CharacterController)_target.GetComponent
61 centerOffset = characterController.bounds.center - _target.position;
62 headOffset = centerOffset;
63 headOffset.y = characterController.bounds.max.y - _target.position.y;
64 }
65 else
66 Debug.Log( "Please assign a target to the camera that has a ThirdPersonController script attached." );
67
68
69 Cut( _target, centerOffset );
70 }
File name: ThirdPersonCamera.cs
Copy
190 void SetUpRotation( Vector3 centerPos, Vector3 headPos )
191 {
192 // Now it's getting hairy. The devil is in the details here, the big issue is jumping of course.
193 // * When jumping up and down we don't want to center the guy in screen space.
194 // This is important to give a feel for how high you jump and avoiding large camera movements.
195 //
196 // * At the same time we dont want him to ever go out of screen and we want all rotations to be totally smooth.
197 //
198 // So here is what we will do:
199 //
200 // 1. We first find the rotation around the y axis. Thus he is always centered on the y-axis
201 // 2. When grounded we make him be centered
202 // 3. When jumping we keep the camera rotation but rotate the camera to get him back into view if his head is above some threshold
203 // 4. When landing we smoothly interpolate towards centering him on screen
204 Vector3 cameraPos = cameraTransform.position;
205 Vector3 offsetToCenter = centerPos - cameraPos;
206
207 // Generate base rotation only around y-axis
208 Quaternion yRotation = Quaternion.LookRotation( new Vector3( offsetToCenter.x, 0, offsetToCenter.z ) );
209
210 Vector3 relativeOffset = Vector3.forward * distance + Vector3.down * height;
211 cameraTransform.rotation = yRotation * Quaternion.LookRotation( relativeOffset );
212
213 // Calculate the projected center position and top position in world space
214 Ray centerRay = m_CameraTransformCamera.ViewportPointToRay( new Vector3( 0.5f, 0.5f, 1 ) );
215 Ray topRay = m_CameraTransformCamera.ViewportPointToRay( new Vector3( 0.5f, clampHeadPositionScreenSpace, 1 ) );
216
217 Vector3 centerRayPos = centerRay.GetPoint( distance );
218 Vector3 topRayPos = topRay.GetPoint( distance );
219
220 float centerToTopAngle = Vector3.Angle( centerRay.direction, topRay.direction );
221
222 float heightToAngle = centerToTopAngle / ( centerRayPos.y - topRayPos.y );
223
224 float extraLookAngle = heightToAngle * ( centerRayPos.y - centerPos.y );
225 if( extraLookAngle < centerToTopAngle )
226 {
227 extraLookAngle = 0;
228 }
229 else
230 {
231 extraLookAngle = extraLookAngle - centerToTopAngle;
232 cameraTransform.rotation *= Quaternion.Euler( -extraLookAngle, 0, 0 );
233 }
234 }
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