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- The Camera is not yet very practical. Users would like to directly move the camera with the viewport controls, using the viewport camera as preview
- Camera navigation is a bit clumsy, and inconsistent between editors (prefab / l3d). Quoting @ncannasse " review camera movement entirely (wrt zoom / translation) - base on looking at object (ray cast)".
- Bug: changing animation speed also change camera movement (speed = 0 -> can't move camera)
- The ability to adjust FoV using Alt is not super practical: it's often changed by mistake, and we would rather control the FoV manually for a given project
- It would be nice to be able to switch between perspective and top-down ortho view without losing the perspective camera
- For Darksburg, users requested to use the "game camera" to preview levels, using same settings and controls, without having to launch the game
What else?
The text was updated successfully, but these errors were encountered:
Last point I think works well by setting a custom camera to use the same view as ingame, and adding a GameController that allows you to scroll using the gamepad - that's what we used for WT. Also follows terrain elevation. Works best if the game actually uses this camera preset at runtime too.
Suggestion for top view : single click on the icon to move from current-view to current-view with top camera (don't change the target viewed object), double click for full reset at (0,0,0) + top view
(same for perspective view)
Grouping various camera-related issues here:
What else?
The text was updated successfully, but these errors were encountered: