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Hi! Thanks for stopping by.
WHAT "SIMPLE CAM FOLLOW" OFFERS?
This free asset will provide your camera a simple way to follow a target (typically a Player).
This asset is great for 2D and 2.5D games (where the camera follow the player in XY, but deferred in the Z axis). It's not recommended for 3D games where the camera goes always behind the player.
Works great in both Ortographic and Perspective cameras.
In this video you have the demo scene and an explanation on how to implement the asset, summarizing visually what is written below
IMPLEMENTATION
Implementing this asset is extremely easy. You can see the video or check the documentation.
VARIABLES
As you can see in the video, you'll be able to configure many things in the inspector:
- Laziness: How slowly the camera will follow the target. The slower this value, the more centered in screen the target will stay, and camera will follow every move the target does. The highest this value is, the less the target will remain in the center of screen, and the camera will let the target move more freely.
- Look at target: Camera will tilt to look at the target, displaying it always on the center. If you combine this option with a high "laziness", the result will be a lot of rotation.
- General offset: How close/far, or left/right, or up/down should the camera be in relation with the target.
- Take offset from initial pos: If this is checked, it will automatically set the offset at the start to match the distance between camera and target. Useful for matching the game view when stopped with the game view when playing.
NOT ENOUGH?
Keep in mind that this is one the 3 levels of camera solutions we offer:
- Simple Cam Follow: provides your camera a simple way to follow a target
- Advanced Cam Follow: (on top of previous content) supports multiple targets, gives you camera shake, real-time limits, real-time adaptation to any screen size, any aspect-ratio and any field of view, and more.
- Cam Follow Pro: (on top of previous content), gives you the possibility of defining fluid individual zones (with their own zoom, angles, offsets, margins, etc), and polygonal bounds, for more complex levels.
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