UCC Camera questions

gurayg

New member
Hello Justin,
I'm using Pseudo 3D and Top down view types for my camera. I'm switching between them by using:

C#:
//getting the type of first view type
Type viewType = CameraController.ViewTypes[0].GetType();

//setting it when I need with
CameraController.SetViewType(viewType, false);

I'm not entirely sure why I'm having a problem so I will not further describe my problem.
At the moment I just want to know, if there is anything I need to do before switching view types.
anything with offset values or Anchor Transform.

my other question is about overall view types.
If I'm not mistaken, P3D view mode doesn't support colliders like Adventure does (no collider setting in P3d view mode)
If that' true, I might have to use another view type that does collide with environment.
In that case which view type is most suitable for X/Y axes movement and collides with the environment?

Thanks
 
Hi, I'm not sure I understand what's the issue with colliders in Pseudo 3D ? In the UCC demo scene, in the Third Person Movement Types section, there is a Pseudo 3D section accessible through the teleporter near the spawn point. In that section you're able to move along a spline with collisions between your character and walls and crates being taken into account as expected. If you do have some collision issues with Pseudo 3D, could you make a video of that ?
 
Hi, I'm not sure I understand what's the issue with colliders in Pseudo 3D ? In the UCC demo scene, in the Third Person Movement Types section, there is a Pseudo 3D section accessible through the teleporter near the spawn point. In that section you're able to move along a spline with collisions between your character and walls and crates being taken into account as expected. If you do have some collision issues with Pseudo 3D, could you make a video of that ?
Hi @Cheo ,
What I meant with collision was the collision between camera and the environment.
I'm using Pseudo3D and my camera is clipping through scene geometry.
In demo scene if you add a wall on Pseudo3D camera' way, you should see camera moves through it.
Maybe there is another view type that would give me a X/Y axes movement (just like Pseudo3D) but also moves camera when a collision with environment happens.
 
Ah, I understand now ! You would need to create a custom version of the Pseudo 3D view type, as the existing one does not inherit from ThirdPerson which contains an obstruction check feature. If you want me to help with this you can ask for my services in DM. In any case, good luck and I hope this little bit of info can help !
 
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