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Question Camera Control Issue With Windows Builds

Discussion in 'Project Tiny' started by JordyRogiers, Sep 18, 2020.

  1. JordyRogiers

    JordyRogiers

    Joined:
    Dec 18, 2018
    Posts:
    1
    Hey, so i recently started experimenting with Unity Tiny and i'm enjoying it mostly so far.

    I'm facing a small problem with the camera. When holding 'shift' i take control of the camera. This is the same for the Tiny3D sample project i used as base. I don't wish for this behaviour, but i really can't find where i can edit or configure this.

    Although i think it's just the debug camera configuration from the unity.tiny.RendererExtras package. I'm not really sure. Sorry if it's a silly question.
     
  2. pushxtonotdie

    pushxtonotdie

    Joined:
    Oct 21, 2010
    Posts:
    111
    Hi Jordy,
    I was just over in the UpdateCameraFollow code in Project Tiny and i saw the following:
    Code (CSharp):
    1. #if UNITY_DOTSRUNTIME
    2.             // if shift is held, don't do anything
    3.             if (World.GetExistingSystem<InputSystem>().GetKey(KeyCode.LeftShift))
    4.                 return;
    5. #endif
    6.  
    This sounds like what you may be running into.
     
  3. AbdulAlgharbi

    AbdulAlgharbi

    Unity Technologies

    Joined:
    Jul 27, 2018
    Posts:
    319
    Yeah, we use the unity.tiny.RendererExtras to debug our samples internally and we are sharing this with everyone
    you can simply remove ` unity.tiny.RendererExtras` reference from the Tiny3D asmdef
     
    JordyRogiers likes this.