🎨
UVC
  • Introduction
  • Installation
    • Installing in New Project
    • Installing in Existing Project - SCK
    • Installing in Existing Project - MCK
  • Space Combat Kit Tour
  • Mech Combat Kit Tour
  • Player Setup
  • Vehicle Framework
    • Game Agents
    • Vehicles
    • Modules
      • Module Mounts
      • Modules
      • Module Types
      • Module Attachments
      • Display Module On UI
      • Module Managers
  • Input
    • General Input
    • Vehicle Input
    • Rewired Integration
  • Player/AI
  • Spaceships
    • Speed UI
    • Space Fighters
    • Capital Ships
  • Mechs
    • Speed UI
  • Vehicle Control Animations
  • Character Enter/Exit
  • Camera
    • Camera Setup
    • Vehicle Setup
    • Secondary Cameras
    • Death Camera
  • Weapons
    • Framework
      • Triggerables System
      • Weapon System
    • Vehicle Setup
      • Vehicle Weapons
      • Cursor Aiming
    • Projectile Weapons
    • Beam Weapons
    • Missile Weapons
    • Resource Handling (Ammo/Heat)
    • Turrets
    • HUD Weapon Info
    • Health Modifier Volumes
  • Radar
    • Radar Setup
    • Target Setup
    • Target Selectors
    • Trackable Types
    • Improving Radar Performance
    • Target Notification
    • Radar Audio
  • Health
    • Health Framework
      • Health
      • Damageable
      • Damage Receiver
      • Health Modifier
      • Health Types
      • Health Modifier Types
      • Surface Types
    • Vehicle Setup
    • Damageable Object Setup
    • Detonators
    • Health Recharge
    • Health UI
    • Energy Shield
    • Damageable Module Linkers
  • HUD
    • HUD Basics
    • HUD Manager Setup
    • Custom HUD Components
    • HUD Module Display
    • Camera View Management
    • HUD Cursor / Reticle
    • Weapon UI
    • Resource Container UI
    • 2D Radar
    • 3D Radar
    • Target Boxes
    • Target Holograms
    • Minimaps
    • HUD Distance Lookup
  • Loadout
  • AI - Space Combat Kit
    • AI Setup
    • AI Spaceship Behaviours
  • AI - Mech Combat Kit
  • Game States
  • Teams
  • Floating Origin
  • Object Pooling
  • Menus
    • Creating Menus
    • Button Controllers
  • Rumbles
  • Rigidbody Characters [WIP]
  • Utilities [WIP]
    • Object Triggers
    • Shadow Caster Doubles
    • Gimbals
    • Game State Post Process Enabler
  • Objectives
  • Resources System
    • Resource Containers
    • Resource Handlers
    • Resource Container Triggers
    • Module/Vehicle Resource Usage
    • UI
  • Cutscenes
  • URP Upgrading
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On this page
  • Setting Up A Vehicle
  • Accessing The Following Camera
  • Setting Up Camera Views
  • Camera View Types

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  1. Camera

Vehicle Setup

Setting Up A Vehicle

The vehicle prefabs provided in the kits are already set up as camera targets.

To set up your own vehicle to be followed by the camera, simply add a Camera Target component to its root transform.

Accessing The Following Camera

To access the camera that is currently following the vehicle from the camera target, use the following code:

// Get the following camera
CameraEntity followingCamera = myCameraTarget.CameraEntity;

Setting Up Camera Views

The vehicle prefabs provided in the kits are already set up with Interior (first person) and Exterior (third person) camera views.

To setup a new camera view on your vehicle:

  1. Add a new game object as a child of the vehicle, and position it where you want the camera to be in that camera view.

  2. Add a Camera View Target component to the new game object, and customize the settings in the inspector.

Camera View Types

You may have several different vehicles with different camera views set up, and you want to specify a particular type of camera view (e.g. interior, exterior, side etc).

To do this, you can create a Camera View in your project by right clicking in the Project tab and selecting Create > VSX > Camera View.

You can assign this Camera View to the inspector of any Camera View Target you've set up on your vehicles to specify it as a particular type of camera view.

PreviousCamera SetupNextSecondary Cameras

Last updated 2 years ago

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