I am another one of those people working on a multiplayer game where one top-down camera is supposed to follow multiple players. I saw this feature is in the backlog, but in the meantime I don't wanna hold up my game waiting for this. For what it's worth I'm using UCC version 2.2.8 with the Photon add-on.
The best workaround I have so far is to create an arbitrary game object which follows the center of the player via a script. It will also tell the camera to adjust its view distance based on character distance. This works well, but I have a small problem that the anchor is being reset in the private InitializeAnchor method since it's not a child of the character.
I assume all code that's there is for good reason, so I'm wondering why this reset is needed. Nothing seems to go wrong if I just drag the anchor back in at runtime.
The best workaround I have so far is to create an arbitrary game object which follows the center of the player via a script. It will also tell the camera to adjust its view distance based on character distance. This works well, but I have a small problem that the anchor is being reset in the private InitializeAnchor method since it's not a child of the character.
Code:
private void InitializeAnchor()
{
// Assign the anchor to the bone transform if auto anchor is enabled. Otherwise use the character's Transform.
Transform anchor = null;
if (m_AutoAnchor && (anchor = m_Character.GetComponent<Animator>().GetBoneTransform(m_AutoAnchorBone)) != null) {
m_Anchor = anchor;
} else if (m_Anchor != null && !m_Anchor.IsChildOf(m_Character.transform)) {
m_Anchor = null;
}
if (m_Anchor == null) {
m_Anchor = m_CharacterTransform;
}
}
I assume all code that's there is for good reason, so I'm wondering why this reset is needed. Nothing seems to go wrong if I just drag the anchor back in at runtime.