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.
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:
A spherical collision algorithm makes sure the camera doesn't clip into any geometry.
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.
Ignore small obstacles without manually fine tuning assets. The controller automatically calculates the mesh thickness of objects caught in the occlusion vector.
The Orbit feature to manually rotate the camera around.
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.
An easy to setup lock on mode that keeps the player and your target in focus.
Things are going wrong or not as expected? Enable a wide range of debug informations to find out what's going on.
Can't make it work? Need help? Don't hesitate and contact me via email or in Discord.
- Discord: Enzi1