The Third Person view type is an abstract view type that will move the camera in the direction of the input mapped to the camera. The view type will orbit around the character while always have the character in view, making sure no objects obstruct the view. The spring system can also be used for things such as recoil or camera shakes.
Look Direction Distance
The distance that the character should look ahead.
The offset between the anchor and the camera.
Look Offset Smoothing
The amount of smoothing to apply to the look offset. Can be zero.
The forward axis that the camera should adjust towards.
Field Of View
The field of view of the main camera.
Field Of View Damping
The damping time of the field of view angle when changed.
The radius of the camera’s collision sphere to prevent it from clipping with other objects.
Collision Anchor Offset
The offset from the anchor position when determining if there is a collision.
The amount of smoothing to apply to the position. Can be zero.
Obstruction Position Smoothing
The amount of smoothing to apply to the position when an object is obstructing the target position. Can be zero.
Align To Ground Rotation Speed
The lerping speed when determining the align to ground character rotation.
Min Pitch Limit
The minimum pitch angle (in degrees).
Max Pitch Limit
The maximum pitch angle (in degrees).
The positional spring used for regular movement.
The rotational spring used for regular movement.
Secondary Position Spring
The positional spring which returns to equilibrium after a small amount of time (for recoil).
Secondary Rotation Spring
The rotational spring which returns to equilibrium after a small amount of time (for recoil).
Step Zoom Input Name
The name of the step zoom input mapping.
Step Zoom Sensitivity
Specifies how quickly the camera zooms when step zooming.
Min Step Zoom
The minimum distance that the step zoom can zoom.
Max Step Zoom
The maximum distance that the step zoom can zoom.