• Manual
  • API Summary
  • About
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  • Introduction
  • Changelog
  • Tutorial
  • Netcode
  • Input
  • Camera Controller
    • Free Look
    • Follow
    • Over the shoulder
    • Lock-On
  • Ignoring entities

Third Person Camera for DOTS

Welcome to the documentation of Third Person Camera for DOTS!

Before you get started, here's a quick overview of the features of this asset.

Camera Controller

The main force of this asset. This controller handles occlusion to the target and makes sure to adapt to any situation to keep the target in view while also showing as much of the game world as possible.

There is a wide range of options for the controller:

  • Occlusion Check

    A spherical collision algorithm makes sure the camera doesn't clip into any geometry.

  • Smart Pivot:

    When the camera hits the ground or on a certain angle, instead of moving towards the player character obscuring the view, the controller will pivot upwards. SmartPivot

  • Thickness Check:

    Ignore small obstacles without manually fine tuning assets. The controller automatically calculates the mesh thickness of objects caught in the occlusion vector. ThicknessCheck

Free Look

The Orbit feature to manually rotate the camera around.

Follow

Automatically follow the specified target without the need to manually adjust the camera.

Over the shoulder

Out of the box support for games that use additional camera offsets for aiming without changing the rotation pivot of the character or offsetting the aim position.

Lock-On

An easy to setup lock on mode that keeps the player and your target in focus.

Debug

Things are going wrong or not as expected? Enable a wide range of debug informations to find out what's going on.

Support

Can't make it work? Need help? Don't hesitate and contact me via email or in Discord.

  • t.enzenebner@gmail.com
  • Discord: Enzi1
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