Vigil: Survival Horror Fixed Camera System
Noocturnal Games Studio
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RE-style fixed camera system for Unity. 6 cinematic transitions, smart
activation volumes, scripted sequences, letterbox & a full editor toolset.Direct every shot. Control every scene.Vigil is the complete fixed camera system for Unity, built for developers creating Survival Horror, psychological thriller, and cinematic adventure games. Inspired by the classics — Resident Evil, Silent Hill, Dino Crisis — Vigil gives you a director's toolkit to compose deliberate camera angles, orchestrate professional transitions, and guide your player's experience with precision.No complex scripting required. Drag-and-drop components, intelligent activation volumes, and a best-in-class editor toolset do the heavy lifting.🎬 6 CINEMATIC TRANSITIONSCut — Instant switch, zero latency. The classic RE feel.Fade — Smooth fade to black and back. Configurable duration and curve.Blend — Positional interpolation between two camera positions.DollyZoom — The Vertigo effect. Distance and FOV interlock to keep a focal point fixed while the background perspective shifts dramatically.WhipPan — Front-loaded snap with 8° rotational overshoot and natural settle. Perfect for fast scene cuts.Iris — Circular wipe that closes and opens around the new camera. No shader assets required — works with Built-in, URP, and HDRP out of the box.📦 SMART ACTIVATION VOLUMESTrigger volumes that activate cameras when the player enters, resolved by priority when overlapping:restoreOnExit — automatically restores the previous camera on exitCameraSelectionMode — always show the same camera (Single), rotate in order (Sequential), or pick at random (Random) on each entryPer-volume transition override — different transition than the manager defaultPriority system — higher priority volumes always win🎭 FIXEDCAMERASEQUENCE — SCRIPTED CUTSCENES WITHOUT TIMELINEChain cameras into scripted sequences with zero external dependencies:Per-step hold duration, transition override, OnStepEnter / OnStepExit eventsAnimated cinematic letterbox bars (2.35:1 ratio, fully configurable)preRollDelay / postRollDelay — breathing room between gameplay and cutsceneLoop mode for ambient cinematic loopsPlayFromStep(int) — jump directly to any step in the sequence from code or a UnityEventManager lock during playback — no external trigger can interrupt the sequence🔒 CAMERABLOCKINGVOLUME — GEOGRAPHIC MANAGER LOCKA trigger volume that locks the camera manager while the player is inside. Approaching a boss, a key prop, or a scripted moment? The camera switches to your chosen angle and stays there — immune to any other volume or event — for as long as the player remains in the zone.🚪 REDOORINTERACTABLE — THE COMPLETE RE DOOR SEQUENCEThe iconic Resident Evil door moment, fully implemented as a reusable component:Door pivot animation with custom AnimationCurvePlayer auto-walk through the doorwayFade to black at the thresholdArrival on the other side at a configurable transform and cameraAll timings and curves driven by a DoorDefinition ScriptableObject — one asset controls every door in your projectNo hardcoded values, no scene dependencies🛠️ PROFESSIONAL EDITOR TOOLSETA suite of editor windows designed to speed up your camera design workflow:Top-Down Camera Map — 2D scene overview with camera frustums, volume overlays, and a coverage heatmapFixedCameraValidator — 18 automated checks: missing references, overlapping volumes, unregistered cameras and moreCamera Path Planner — place waypoints in the Scene View and simulate camera coverage before Play ModeVolume Painter — paint activation volumes directly in the Scene View with a ghost wireframe previewCamera Bookmarks Window — capture, jump to, and re-apply camera positions from the editorFixedCameraSceneOverview — at-a-glance summary of all cameras, volumes, sequences and blocking zonesScene Overlay — quick-access toolbar integrated into the Unity 2021.2+ Scene View overlay system🎵 SELF-CONTAINED ADDONSDrop onto any FixedCamera for additional behaviour — zero external dependencies:CameraIdleMotion — per-camera Perlin noise idle breathing with amplitude multiplier and seed offsetCameraAudioBridge — transitions AudioMixerSnapshot on camera activateCameraPostProcessBridge — enables/disables a Post Process Volume on activate/deactivateCameraAIStateBridge — detects nearby enemies via OverlapSphere and switches to a tension camera automaticallyCameraDoorTrigger — lightweight fade + event door trigger, decoupled from any scene loader🔗 OPTIONAL INTEGRATIONS WITH THE NOOCTURNAL STACKZero compilation errors if the asset isn't installed:CinematicDirector — locks the manager during cinematics and restores on endModularInteractableKit — trigger camera switches from interactable objectsSceneLoaderSystem — set the entry camera on scene load📋 TECHNICAL DETAILSUnity 2022.3 LTS or newerRender Pipelines: Built-in, URP, HDRP (all transitions pipeline-agnostic, no shader dependencies)No external dependencies requiredPlatforms: PC, Mac, Linux, ConsolesFull C# source code includedDemo scene included: 5 interconnected rooms demonstrating every featureAll marketing stuff are generated with AI. Code generation assisted by AI.

